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PRIMAL ADVENTURES
Michael J. Tresca

All the necessary Rules for cold terrain , 8 new


information to add species, 1 new class and 4
prehistoric adventures subclasses, 38 spells, 47
to your campaign. monsters, and mor e!
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5E RPG
PRIMAL ADVENTURES

Michael J. Tresca
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Table of Contents .......................................................................................................................................................................... 3


Introduction ................................................................................................................................................................................... 5
A Primal World ......................................................................................................................................................................... 5
Styles of Play............................................................................................................................................................................. 5
Timeline .................................................................................................................................................................................... 5
Campaign Hooks ....................................................................................................................................................................... 6
Chapter 1: Cold Terrains ............................................................................................................................................................... 7
Cold Aquatic ............................................................................................................................................................................. 7
Cold Desert................................................................................................................................................................................ 8
Cold Forest (Taiga) ................................................................................................................................................................... 9
Cold Hills (Steppe) .................................................................................................................................................................. 11
Cold Marsh (Bog).................................................................................................................................................................... 12
Cold Mountains (Alpine Tundra) ............................................................................................................................................ 13
Cold Plains (Tundra) ............................................................................................................................................................... 14
Cold Underground (Glacier Caves) ......................................................................................................................................... 15
Chapter 2: Environmental Hazards ...................................................................................................................................................... 15
Terrain Hazards ....................................................................................................................................................................... 16
Travel Hazards ........................................................................................................................................................................ 21
Weather Hazards ..................................................................................................................................................................... 24
Chapter 3: Species ....................................................................................................................................................................... 29
The World ............................................................................................................................................................................... 29
Hyperborea .............................................................................................................................................................................. 29
Lemuria ................................................................................................................................................................................... 29
Atlantis .................................................................................................................................................................................... 30
Dwarf, Primal .......................................................................................................................................................................... 31
Halfling, Primal ....................................................................................................................................................................... 32
Hyperborean ............................................................................................................................................................................ 33
Lemurian ................................................................................................................................................................................. 35
Rmoahali ................................................................................................................................................................................. 37
Toltek ...................................................................................................................................................................................... 39
Tlavatli .................................................................................................................................................................................... 41
Trog ......................................................................................................................................................................................... 42
Chapter 4: Classes ....................................................................................................................................................................... 43
Hunter...................................................................................................................................................................................... 43
Hunter Specializations............................................................................................................................................................. 47
Sorcerous Origins .................................................................................................................................................................... 49
Rogue Archetypes ................................................................................................................................................................... 50
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Chapter 5: Equipment.................................................................................................................................................................. 51
Trade ....................................................................................................................................................................................... 51
Miscellaneous .......................................................................................................................................................................... 51
Shelter ..................................................................................................................................................................................... 52
Transportation ......................................................................................................................................................................... 52
Special Material....................................................................................................................................................................... 53
Armor ...................................................................................................................................................................................... 53
Weapons .................................................................................................................................................................................. 54
Magic Items ............................................................................................................................................................................. 56
Chapter 6: Primal Skills .............................................................................................................................................................. 57
Skills........................................................................................................................................................................................ 57
Chapter 7: Primal Spells .............................................................................................................................................................. 59
Pantheon .................................................................................................................................................................................. 59
Modified Spells ....................................................................................................................................................................... 60
Spells by Level ........................................................................................................................................................................ 61
New Spells .............................................................................................................................................................................. 62
Chapter 8: Primal Monsters ......................................................................................................................................................... 74
Modern Creatures .................................................................................................................................................................... 74
Prehistoric Creatures ............................................................................................................................................................... 88
Supernatural Creatures .......................................................................................................................................................... 109
Open Game License Version 1.0a ............................................................................................................................................. 121
Open Game Content .............................................................................................................................................................. 123

Please Note: This setting draws inspiration from real life history and Theosophical elements, mixed with science fiction and
fantasy. It is not meant to be an accurate representation of any religion or scientific belief. No offense is intended.
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Primal Adventures is inspired by the works of Edgar Rice Burroughs, R.E. Howard, Clark Ashton Smith, and cartoons like
Thundarr the Barbarian and Primal, Theosophy, and the real challenges of life in the Ice Age.

A Primal World
halflings are available as are the druid and ranger classes.
Like the Brutal campaign, use the encounters listed for each
terrain on the left side of the table.
During the Pleistocene era, the sea water level fell by
about 350 feet. The ice sheets expanded and crept across
the lands, ushering in an era of cold the likes of which the
world had never seen. Mammals grew to massive All species, classes, and monsters are available. This
proportions to conserve heat and mankind was locked in a campaign expands to include the struggles of Hyperborea,
struggle for survival. Evolutionary offshoots competed with Atlantis, and Lemuria.

Timeline
each other for food and warmth. A Primal campaign is a
savage, unforgiving world.
But the world is not all harsh and primitive. On the
continent of Atlantis, the Atlanteans have a technology 800–300,000,000 BC: The Hyperborean Age.
level similar to most fantasy campaigns. While barbarians 300–65,000,000 BC: The Lemurian Age.
struggle for food and shelter, the Atlanteans fret about the 2,000,000 BC (Ludhamian Ice Age): Stage, temperate
ice sheets that will soon encompass their magnificent cities. climate, Pleistocene onset of climatic deterioration.
Worse, the Atlantean peoples have long since stopped 1,900,000 BC (Thurnian Ice Age): The climate
propagating. The trogs (Neanderthals), halflings, humans, becomes colder, tundra vegetation begins to spring up.
and dwarves multiply far quicker and their raids threaten to 740,000 BC (Pastonian): The climate returns to
topple the Atlantean Empire. temperate.
In a Primal campaign, nature cannot be ignored. Even the 700,000 BC (Beestonian): Climate gets colder and
Atlanteans with their politics and intrigue fret over the permafrost appears.
encroaching glaciers that threaten to overrun their 660,000 BC (Cromerian): Climate becomes temperate.
magnificent cities. The bitter cold is extremely unforgiving, Birch, pine and spruce vegetation appears. Bison, horses,
making for a life of difficult choices. The other Primal rhinoceri, hippopotami, and mammoths appear.
peoples do what they must to survive. 430,000 BC: Rise of the trogs (Neanderthals).
Monsters are real and everywhere, but not the typical 350,000 BC (Anglian): Glaciers appear along with grass
fantasy staple. To stave off the cold, mammals have and sedge vegetation.
evolved to enormous sizes. Beasts roam the land without 250,000 BC (Hoxnian): An interglacial period. Birch,
fear of man. The time of dinosaurs is coming to an end, no pine, oak and alder vegetation appear. Cave bears and cave
matter how hard the Lemurians try to preserve them--the lions appear.
age of mammals is nigh. 200,000 BC (Wolstonian): Another glacial age. Woolly
rhinoceri, wolves, reindeer, and cave lions roam.

Styles of Play 125,000 BC (Ipswichian): An interglacial period. Birch


and pine vegetation return. Hyenas, bison, aurochs, red
deer, cave lions return.
This setting focuses primarily on the effects of the ice
age on new and ancient cultures. 80,000 BC: Atlanteans evolve into a modern society.
72,000 BC (Early Devensian Glacial): Another cold
period. The tundra conditions are mostly sub-arctic.
61,000 BC (Chelford Interstadial): Temperature ranges
A Brutal campaign takes place in the Pleistocene Era with from temperate to cold. Coniferous forests appear.
no magic items, spells, or other fantasy trappings. Only 56,000 BC (Middle Devensian Glacial): Return of the
tlavatli and trog species are available. On the encounter sub-arctic tundra.
tables, just use the first option on the left for each terrain. 42,000 BC (Upton Warren Interstadial): Another
The only classes available are barbarian, fighter, rogue, and temperate climate, with open grassy plains.
the new hunter class (see Chapter 4: Classes). 40,000 BC: Human (Tlvatli) come to prominence.
30,000 BC: Atlantis is continually rocked with
earthquakes, breaking up into three separate islands.
30,000–27,000 BC: 9th land bridge between Alaska and
A Gritty campaign uses some basic fantasy elements but Siberia.
centers on survival in the Ice Age. Primal dwarves and 23,000–7,500 BC: Wisconsin Ice Age.
6|Page

Campaign Hooks
The Primal campaign can also double as a template for the
The characters must survive as a tribe of hunter-gatherers. elemental plane of ice. You can remove the Atlantean
The party members are all part of the same tribe (and thus elements or retain them as outsiders from another plane. In
probably all related). They must survive in an openly this plane, primal beasts stalk the land and the world never
hostile world, facing weather, predators, and rival tribes. evolves beyond the primitive level of technology. The
snow and cold are relentless, with no warm seasons.

The characters are scattered members of other tribes. Tribes


that fail to survive the tests of nature and predation The characters might time travel in the past of your
ultimately disintegrate. Old tribe members must find new campaign. The Ice Age is still recent enough that humans
homes and allies or die trying. The characters might be look like humans. In this world, characters with swords
outcasts, criminals, wanderers, or loners who band together only have a slight edge against those with sharpened stones
for survival. and sticks. But by far the biggest difference is the
preponderance of dire beasts—civilization is on the
defensive.

As the ice sheets expand and the glaciers threaten to take


over their kingdoms, the barbarians come with them. The
Atlanteans send raids to quash the barbarians. Similarly, the The Primal setting might be sealed off from the rest of the
barbarians might sneak into an Atlantean city to steal world, by a series of impassable mountains, a magical
supplies or even technology. forcefield, or simply at the edges of the world where no one
has yet managed to explore. The characters have the
potential of bringing back great discoveries and even
colonizing the land, if they can tame it before it destroys
them.
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There are a wide range of terrains that can be classified as a "cold land." This chapter details each terrain type, its flora and
fauna, resources, and random encounter tables. Some encounters have two options, one for Brutal and Gritty campaigns on the
left, the other for Fantasy campaigns on the right. Monsters with a * are included in Chapter 8: Monsters. Note that some of these
encounters are with hazards; weather hazards can come upon characters unexpectedly but terrain hazards are only discovered if
the characters are on the move. Reroll as needed if a terrain hazard or creature seems out of place.

Cold Aquatic
Cold oceans have a polar climate characterized by
persistent cold and narrow annual temperature ranges. Their
winters suffer from continuous darkness, cold and stable Day Night
Encounter
weather conditions, and clear skies. Conversely, summers (D100) (D100)
characterized are flooded with continuous daylight, damp and Arctic Whale* or Ice Elemental* 01-08 01-08
foggy weather, and weak cyclones with rain or snow. Iceberg* 09-16 09-16
Drifting polar icepacks that averages about 12 feet in Giant Shark or Shatter Kraken* 17-18 17-18
thickness perpetually covers cold oceans. This icepack nearly
Killer Whale or Ice Sprite* 19-24 19-24
doubles in size during the winter and can reach other
landmasses. In the cold aquatic lands, icebergs are common. Hunter Shark or Ice Drake* 25-30 26-30
Calved from glaciers, icebergs are temporarily inhabited by Reef Shark 31-38 31-36
birds and sea mammals. Penguin* or Polar Bear 39-46 37-40
Porpoise* 47-54 41-48
Sea Lion* 55-60 49-50
Sea mammals are common in cold oceans, including seals, Seal* 61-68 51-54
whales, and porpoises. Birds are also frequent, although the Walrus* 69-76 55-58
most common inhabitant is the penguin. Several Eskimo
Giant Octopus 77-78 59-60
cultures revolve around life on the cold ocean and are
extremely proficient whalers and seal-hunters. Giant Crab or Ice Giant* 79-80 61-63
Ice Sheet* 81-88 64-79
Human, Tribal Warrior 89-92 79-86
Marine mammals and by proxy, their furs, are the most Swarm of Quippers 93-00 87-00
valuable resources. Whale blubber and ivory is also a
commodity in demand.
8|Page

Cold Desert
A cold desert? Deserts don't have to be hot; they just have
to lack moisture. Cold deserts occur so far from the sea that
moisture-laden winds never reach them. Contrary to popular There are a wealth of precious and semi-precious stones to be
belief, cold deserts don't have to be covered by sand. If the found in cold deserts, including turquoise, jasper, agate and
water is locked up in ice, it produces the same effect as no crystal. Digging them up is another matter.
water at all. Cold deserts feature small mountain ranges
broken by wide valleys, rolling plains, and outwashes and
hummocks. Precipitation is usually no more than 10 inches or
less per year. Cold desert temperatures in winter ranges from Day Night
Encounter
(D100) (D100)
28 to 39° F and in the summer 70 to 79° F a year.
Arctic Fox* 01-04 01
The winters receive quite a bit of snow. The mean annual
precipitation ranges from 6-10 inches. Annual precipitation Arctic Wolf* 05-10 02-07
has reached a maximum of 18 inches and a minimum of 3 Badger 11-12 08
inches. The heaviest rainfall of the spring is usually in April Giant Scorpion 13-14 09-11
or May. In some areas, rainfall can be heavy in autumn. The
Boar 15-18 12
soil is heavy, silty, and salty. It contains alluvial fans where
soil is relatively porous and drainage is good so that most of Giant Hyena 19-23 13-18
the salt has been leached out. Hawk 24-28 19
Lion 29-34 20
Owl 35-37 21-29
The plants are widely scattered. In areas of shad-scale, about Dire Vulture* 38-46 30-32
10 percent of the ground is covered, but in some areas of Giant Rat 47-48 33-35
sagebush it approaches 85 percent. Plant heights vary between
Worg 49-51 36-38
6 inches and 4 feet. Spiky-leaved deciduous plants dominate
the terrain. Sled Dog* 52-54 39-41
Widely distributed animals include jackrabbits, pocket Giant Owl or Cold Stranger* 55-57 42-47
mice, grasshopper mice, kangaroo rats, kangaroo mice, Glacier* 58-69 48-50
antelope, badger, kit fox, and coyote. Deer are found only in
Ice Sheet* 70-72 51-60
the winter. Other creatures include the bactrian camel,
gazelle, short-toed larks, snow leopard, jerboa, lizards, Insect Cloud* 73-75
onager, cat, gecko, gerbil, beetles, blue hill pigeon, desert Snow Swamp* 76-87 60-77
wheatear, jerboa, bear, sandgrouse, wild mountain sheep, and Dire Camel* or Remorhaz 88-90 78-81
wolf. Giant Centipede or Winter Wolf 91-00 82-00
Cold deserts don't have much to offer other species. Only
orcs, and by proxy, their half-orc kin, are found in this most
inhospitable of lands.
Page |9

Cold Forest (Taiga)


Competing with deserts as the largest biome, taigas consist The hardiest of the trees is the larch. Deciduous, it sheds its
of great northern coniferous forests. Known also as the boreal leaves in winter to avoid the ravages of frost and drought.
forest, taigas can cover up to 11 percent of a planet's land Their roots are shallow but spread out over a wide area,
surface. Usually, the northern limit of the boreal forest melds giving the tree maximum opportunity to absorb moisture and
with the southern reach of the arctic front in summer. Its stabilize it against gale-force winds. With widespread roots,
southern limit reaches the winter extent of the Arctic front. the larches are forced to grow far enough apart, reducing
To the north of the taiga is tundra, devoid of trees other competition.
than dwarf willows that manage to eke out an existence in the The relatively small number of ecological niches and the
brief summers. In the taiga, there are 30 days of sunlight severity of winter limit the animal life of the taiga. The large
sufficient to allow trees to actually grow. Like other herbivores consist of deer, more than in any other biome.
ecosystems, there is no obvious cutoff between where a taiga Small herbivores consist of rodents, from voles to beavers.
begins and ends. Instead, tongues of the taiga reach Predators include a wide variety of weasels as well as wolves
southwards into other forests. and lynxes. Grouse are common, but they are one of the few
About 100 miles south of the tundra is a zone of forest indigenous species. For the most part, birds are summer
tundra that can range up to a hundred miles wide. It is here visitors. Very few reptiles and amphibians are able to survive
that stunted trees survive, including birch, alder, and willow the harsh winter and those that do give birth to live young due
trees. Grasses, mosses, and lichens accompany them in their to the lack of sunlight normally required to warm eggs. Insect
struggle for survival. Further south is the actual taiga, life, on the other hand, is so numerous as to be overwhelming.
consisting of massive areas of forest filled with firs, larches, Clouds of gnats, mosquitoes, and midges emerge from the
spruces, and pines, only occasionally broken by waterways swamps to feast on the blood of mammals. During the
and other deciduous trees. unforgiving winter, they burrow underground or hide
Despite the warmer climate that allows for tree growth, the underwater. The black-veined white caterpillar binds the
taiga still suffers from raging blizzards that can pile snow into edges of hawthorn leaves around it with silk, creating its own
massive drifts that remain unmelted for months. Water is thus insulation.
locked into the snow and inaccessible to vegetation. One aspect of the necessity of conserving heat is that the
Conversely, when the spring thaw comes, the plants face fauna is larger. The larger an animal, the less heat is loss due
being waterlogged. This combination of conditions creates a to less surface area. This is why the taiga is home to the
soil that is acidic and infertile. Even when water pockets drain largest deer (moose), weasel (wolverine) and grouse
away, they take the nutrients with them. (capercaillie). All predators are opportunists and will eat
Temperatures in the taiga can actually be lower than the carrion if need be.
tundra during winter and stifling hot in the summer. The most well-known and feared beast of the taiga is the
Temperatures can drop as low as –90 degree Fahrenheit in the wolf. Unlike other predators, it hunts cooperatively. Its
dead of winter and then soar to over 85 degrees Fahrenheit in preference is deer, elk, and reindeer that migrate from the
the summer. tundra to the taiga in winter.
Lemmings and voles make up much of the vermin in the
taiga. They produce up to five litters a year, with four to eight
young in a litter. They spend the majority of their time in
The taiga has limited diversity as a result of its very short shallow tunnels and during the winter, they burrow through
growing season. This extends to fauna as well. However, the snow. Another rodent, the red squirrel, hoards
there are still variations amongst the foliage due to the mushrooms, nuts, and cones to seem them through the winter.
permafrost layer, altitude, drainage, and other factors. Moister They can bury up to 200 pinecones in a day.
climates are the province of spruces while harsher, colder
conditions breed only the hardiest larches and conifers.
Over two thirds of taigas can be permafrost, permanently
frozen soil that roots cannot penetrate. This means the water The frigid temperatures of the taiga put off most species from
remains locked in the soil, making the land drier to plants than exploiting their resources. And yet, the verdant forests and
some deserts. Conifers thrive in this environment because of large fauna provide a wealth of materials. Foxes, minks,
the adaptability of their greenery. The small surface area of sables, and beavers all provide a valuable fur trade. The
conifer needles retains heat but exposes the tree to sunlight by boreal forest is also a source of softwood timber and
pointing in every direction. The waxy coating and sunken pulpwood, useful in making paper. When not being forested,
ventilation pores help resist desiccation. The trees are even the taiga can conceal riches for the greedy. Iron ore, gold, and
conical for a good reason: it makes it more likely snow will even diamond minds lay beneath the permafrost, just waiting
slough off which would otherwise break branches. to be discovered by an enterprising dwarf.
10 | P a g e

Encounter Day (D100) Night (D100)


Badger 01-02 01
Black Bear 03-04 02-04
Brown Bear 05-07 05
Saber-Tooth Tiger 08-10 06
Swarm of Rats 11-13 07
Giant Weasel 14-15 08-10
Mammoth 16-18 11
Giant Wasp 19 12
Giant Spider 20-21 13-15
Dire Ape* 22 16
Sled Dog* 23-25 17-18
Swarm of Poisonous Snakes 26-28 19
Dire Bear* 29 20
Wolf 30-32 21
Drop Bear* 33-35 22
Dire Elk* 36-37 23
Dire Lizard* 38-40 24-26
Caribou* 41-42 27-29
Moose* 43-44 30-32
Giant Boar 45 33
Giant Rat 46-52 34-36
Dire Wolf 53-57 37-38
Dire Sloth* or Winter Wolf 58-59 39
Land Whale* or Ice Giant* 60-61 40-41
Ice Sheet* 62-72 42-86
Insect Cloud* 73-86
Woolly Mammoth* or Ice Sprite* 87-92 87-95
Woolly Rhinoceros* 93-00 96-00
P a g e | 11

Cold Hills (Steppe)


Steppes are cold dry, cold, grasslands. There isn't much
humidity in the air because steppes are located away from the
ocean and close to mountain barriers. The steppe is usually Day Night
Encounter
found between the desert and the forest. The average rainfall (D100) (D100)
is 10-30 inches per year. But in May, June, and August, the Badger 01-04 01
Steppe can get up to 4-5 inches a month. Swarm of Bats 05-07 02-05
All the steppes experience long droughts and violent winds. Black Bear 08-09 06
The temperature between summer and winter varies greatly.
Boar 10-12 07
Summer temperatures can reach temperatures of 104° F.
Sometimes the summers are so hot that the grasses catch on Brown Bear 13-15 08
fire. Known as "the red buffalo," by some native tribes, steppe Caribou* 16-18 09
fires can sweep over millions of acres, clearing the way for Mammoth 19-21 10-13
fire-resistance perennials and fertilizing the ground with the
Saber-Toothed Tiger 22-24 14-15
ashes of the burned foliage.
In the winter, however, there are no clouds to keep the heat Moose 25-27 16
from escaping into the atmosphere. Winter winds regularly Giant Weasel 28-30 17-20
reach speeds of over 60 mph, creating wind-chill temperatures Giant Wasp 31-33 21-22
below 0. Winter temperatures below -40° F are common.
Giant Hyena 34-36 23
Axe Beak 37-39 24
Wolf 41-42 25-28
There are many plants in steppe, including different grasses. Wolverine 43 29
Plants growing in steppes are usually greater than 1 foot tall.
Bear-Dog* or Ice Drake* 44 30-32
They include blue grama and buffalo grass, cacti, sagebrush,
speargrass, and small relatives of the sunflower. The grasses Giant Boar or Frost Worm 45 33
are separated into three different groups, depending on how Dire Rat or Ice Giant* 46-48 34-35
much rain they get. The tall grasses grow up to 4 1/2 feet Dire Wolf 49-50 36-38
because they live closer to the forest. The short grasses can be
Drop Bear* 51-52 39
less than 1 1/2 feet. They are closer to the dessert. The last
group is the mixed grasses. They grow 2-3 feet high and get Dire Bear* 53-54 40
15-20 inches of rain per year. Dire Elk* 55-56 41
Many of the animals that live in steppe are grazing animals, Dire Lizard* 57-58 42-45
such as antelopes, rabbits, mice, and horses. Other predators
Dire Rhinoceros* 59-61 46-49
include owls, hawks, and snakes. Since it is such an open
environment and predators can find animals fast, creatures Dire Sloth* 62-65 50-51
defend themselves in herds or hide by burrowing. Gravel-Beast* 66-68 52-56
The steppe is the home of the cold weather halfling. Their Land Whale* 69 57
small stature is a distinct advantage in the high grasses, which
Halfling, Tribal Warrior 70-71 58-61
they use to their advantage. They combine the stealthy
cautiousness of the mice and jackrabbits and the aggressive Woolly Mammoth* 72-75 62-66
patience of hawks and snakes. Woolly Rhinoceros* or Cold Stranger* 76-84 67-78
Lahar* 85-90 79-82
Ice Sheet* 91-95 83-90
Very few people live in the steppe climate because it's Serac* 96-97 91-93
dominated by grass—and that's it. Farmers have a difficult Worg or Winter Wolf 98-00 94-00
time growing crops because the soil is so poor and the steppe
is so cold. Due to the lack of trees, there is also a lot of wind,
none of which makes the land particularly hospitable. It is
best known for its multitude of grasses, which are used by
halflings in weaving and rope making.
12 | P a g e

Cold Marsh (Bog)


Bogs are formed by glaciation that tears up the terrain,
leaving lake-like formations called kettle holes. The retreating
ice leaves shallow basins where rain collects and forms the The bog doesn't have much to offer because of its soggy
wetland. Glaciers are not responsible for all bogs. Any poorly nature—most large animals are visitors and the terrain is too
drained lakebed or depression in the earth has the potential to treacherous to hunt effectively in. Bogs do have peat,
fill with rainwater and become a bog. however, which is a valuable source of fuel. If they are
The bottom layer of a bog consists of peat. Peat forms when suitably dried out, trees can be used for timber.
plants die, fall into the water, and are compressed over time.
This layer of peat can be up to forty feet deep. The acidic
nature of existing peat, the cold climate, and low oxygen
levels due to poor water circulation prevents bacteria from Day Night
Encounter
(D100) (D100)
feeding on the plant material. This makes the rate of
Dire Lizard* 01-02 01-03
decomposition in a bog is very slow.
A thick concealing mat of vegetation often covers the Giant Wasp 03-04 04
surface of a bog. The mat forms when sphagnum moss covers Giant Toad 05-06 05
open water where aquatic plants have become entangled. Giant Frog 07-08 06
Gradually, the sphagnum carpets the surface of the entire bog.
Bunyip* 09-11 07-10
Other plants then take root in the sphagnum, including trees
like the tamarack. Giant Crocodile 12-15 11-13
Dire Otter* 16-19 14-16
Moose* 20-22 17
Bog plants are well adapted to the high acidity, low oxygen, Land Whale* 23-24 18-20
low nutrient supplies, and moist growing surface found in Giant Spider 25-28 21-25
bogs. Large plants, such as the black spruce, develop complex Giant Centipede 29-31 26
root systems to help absorb oxygen and nutrients. Smaller
Giant Weasel or Ice Giant* 32-34 27
plants, like orchids, develop symbiotic relationships with
other fungi that can supply them with important nutrients. Wolf or Freezescum* 35-37 28-31
Other plants that inhabit bogs include bladderworts, pitcher Giant Boar or Snow Angel* 38-42 32-34
plants, and sundews—all of which resort to carnivorous habits Dire Rat or Ice Treant* 43-66 35-59
to supplement their diets. Although few large animals inhabit
Giant Owl 67-71 60-66
bogs, a variety of wildlife including deer, bear, and moose
sometimes frequent them. Snow Swamp* 72-80 67-90
Few intelligent species inhabit bogs for long periods of time Insect Cloud* 81-95
due to the difficulty in building any long-term structure. Worg or Winter Wolf 96-00 91-00
P a g e | 13

Cold Mountains (Alpine Tundra)


Alpine tundra is located on mountains throughout the world
at high altitude where trees cannot grow. The growing season
is approximately 180 days. The nighttime temperature is Although alpine mountains are probably the least habitable
usually below freezing. Unlike the arctic tundra, the soil in the areas of the mountains, they are also the least likely to be
alpine is well drained. invaded. It is here cold-dwelling dwarves can mine in peace.
Temperatures are cold for most of the year, with much wind And yet, the permafrost provides its own challenges, making
and snow. Temperatures remain low even during the growing even surface mining difficult without magic or technology.
season, which has an exceptionally short frost-free period.
Mean annual temperatures range from 36 to 32 degrees
Fahrenheit, and the average monthly temperature stays below
freezing from seven to eleven months of the year. Day Night
Encounter
(D100) (D100)
Soil ice is found in all soils in winter, and soil temperatures
Swarm of Bats 01-05 01-06
are low enough to form patches of permafrost. A common
landscape feature of the tundra is solifluction terraces. These Black Bear 06 07
occur where water saturated soils move slowly down gentle Brown Bear 07 08
slopes over permafrost. Most terraces possess a lush cover of Cat 08-11 09-14
forbs and sedges.
Eagle 12 15
Hawk 13-17 16
Owl 18-20 17-21
The alpine tundra is a windswept, treeless area that extends
Swarm of Rats 21 22
from treeline to the highest mountain peaks. Much of the
tundra appears as barren rock or a cover of thin soils. Yet in Raven 22-27 23-34
many places, deep soils and abundant plant cover exist. Sled Dog* 28-32 25
Winds are frequently strong, snowfall can be heavy, and the Weasel 33-35 26
growing season is short, in some areas only thirty days
Wolf 36-38 27-30
annually.
To avoid strong winds and retain precious heat absorbed Wolverine 39-41 31
from the ground or attained through solar radiation, tundra Dire Bear* 42-45 32-37
species are commonly small, ground-hugging plants, such as Giant Bat 46-48 38-42
prostrate woody shrubs (commonly willows), herbs, lichens
Giant Rat 49 43
and mosses. The plant-life in alpine tundra includes tussock
grasses, heaths, dwarf trees, and small-leafed shrubs. The Dwarf, Tribal Warrior 50-51 44-46
small tundra plants face harsh winters of winds reaching Giant Eagle or Ice Giant* 52-65 47-57
speeds of more than 170 miles per hour, surviving long Icefall* 66-69 58
periods of sub-zero temperatures, blizzards, drought, rocky Crevasse* 70-75 60-66
soil conditions and strong sunlight. Severe weather can occur
at any time of the year at this altitude. Ice Sheet* 76-79 67-71
The growth and survival of flora and fauna in these areas Avalanche* 80 72-73
are determined largely by the interaction of severe Glacier* 81-85 74-79
weathering, which only allows small amounts of soil to Serac* 86-90 80-85
accumulate on rock formations; low temperatures; and an ice
period that can last as long as four months. Animals living in Jökulhlaup* 91-93 86-93
the alpine tundra are also well adapted and include mountain Lahar* 94-96 94-96
goats, pikas, marmots, sheep, springtails, beetles, elk, grouse- Worg or Glacier Wight* 97-00 97-00
like birds, grasshoppers, and butterflies.
14 | P a g e

Cold Plains (Tundra)


In the tundra, summers are short and winters are long, bitter Surprisingly, summer brings a burst of life and a carpet of
affairs, with the temperature dipping below –150 degree foliage, home to a million insects and accompanying
Fahrenheit. A thick layer of ice covers the majority of the insectivores. Because the ice melts but cannot seep away into
polar regions. Beyond the ice is the vast, treeless tundra. the permafrost, it turns into stagnant pools that are breeding
The polar regions are cold because the sun never actually grounds for insects. Springtails, beetles, and plant-sucking
rises very far above the horizon. Its rays only glance across weevils abound. Carnivorous spiders and beetles are common,
the earth, and of the solar energy that does reach it, the ice as are blowflies, dung beetles, and burying beetles. And of
sheets reflect 95 percent. The size of the ice sheets varies with course, there are the mosquitoes. The blackflies and
the season. It also varies with time—3 million years ago there mosquitoes rise in summer, thicker than smoke. They torment
were no ice sheets, and 40 million years in the past there were every warm-blooded creature in the tundra. Their predations
no polar ice caps. can drive some caribou completely mad.

Vegetation on the tundra is small by necessity. The biting The tundra is largely devoid of materials. Wood is rare due to
winds mow down anything larger. Small, perennial plants the lack of trees, but a variety of fur-bearing mammals lure
thrive in the tundra, including campions, saxifrages, most hunters and trappers to the region.
crowberries, bilberries, blueberries, dwarf birches, and
willows.
All the creatures of the tundra have developed important
physical traits for survival in the cold. Their stubby, combat Day Night
Encounter
bodies conserve heat along with thick subcutaneous deposits (D100) (D100)
of fat, blubber, or feathers that help trap air next to the skin, Bear-Dog* 01-03 01-04
retaining warmth. With the exception of the polar bear, their Dire Bear* 04-08 05-06
pelts change with the seasons, from shades of gray or brown Dire Elk* 09-12 07-08
to pure white in winter.
Dire Lizard* 13-17 09-10
Whenever possible, animals burrow into the snow to avoid
prolonged exposure to the unforgiving winds. Burrowing Dire Sloth* 18-21 11-15
makes best use of the insulating properties of the snow, ice, Gravel-Beast* 22-26 16-17
and earth. When burrowing isn't possible, cooperative Land Whale* 27-31 18-19
behavior is common. Animals will huddle together in groups
Wolf 32-36 20-25
of several thousand to keep warm, circulating their positions
to warm those on the fringes. Dire Armadillo* or Ice Elemental* 37-41 26-31
The tundra comes alive in the summer in a thick, lush Caribou* 42-43 32-33
growth, drawing birds from all over. The presence of large Dire Elk* or Snow Angel* 44-48 34-35
numbers of invertebrates in the water and the huge amount of
Dire Rhinoceros* 49-53 36-42
insects attracts a wide variety of wading birds, geese, and
ducks. Other predatory birds follow, including eagles, Ice Sheet* 54-60 43-51
merlins, and falcons. Most leave when winter arrives, with the Human, Tribal Warrior 61-63 52-53
exception of the rock ptarmigan and the snowy owl. Insect Cloud* 64-69 54-63
Caribou are common in large herds which migrate twice
Muskox* 70-74 64-65
yearly from the taiga to the tundra, feeding and fattening
themselves on the rich summer vegetation. They return after Glacier* 75-84 66-81
mating in September to give birth in the shelter of the forest. Arctic Wolf* 85-86 82-86
Unlike other deer species, female caribou have antlers to help Woolly Mammoth* or Glacier Wight* 87-91 87-88
them compete for food. Woolly Rhinoceros* or Wastling* 92-00 89-00
The most fearsome of the northern pole predators is the
polar bear. It lies in ambush for seals near air holes in the ice
or alternately, sneaks upon n them, taking advantage of its
white coat on the tundra. The polar bear haunts the coastline,
traveling up to 12 miles a day in pursuit of seals or even
walrus.
P a g e | 15

Cold Underground (Glacier Caves)


Glacier caves are created when streams flowing down the
adjacent valley side continue beneath the ice. These caves
tend to be elongated tunnels of a semi-circular cross-section, Glaciers pick up and move huge chunks of terrain, laying the
sloping down towards the center of the glacier. Water within earth beneath bare. In this sense glaciers can be seen as slow,
the caves may freeze onto cold rock surfaces. Water at a gigantic shovels that scoop up house-sized boulders and later
glacier bed may be in the form of a film that effectively deposit them somewhere else. For a spelunker who knows the
lubricates the glacier-rock surface, making the entire cavern terrain, glacier caves can provide access to the hearts of ore
seem eerily smooth. lodes that might not otherwise be reached. Still, mining such
Glacier caverns exist only so long as water flows around places is a dangerous proposition.
them. Thus, glacier caves can open and close with the melting
and freezing of the glacier itself. Avalanches and floods are
an ever-present danger. Ice flakes threaten anyone walking
through the caves as they regularly flake off from the walls— Day Night
Encounter
(D100) (D100)
sometimes several feet in length.
Crevasse* or Freezescum* 01-07 01-12
Glacier* or Remorhaz 08-13 13-14
Moulin* or Wastling* 14-20 15-18
Cave inhabitants are usually small creatures that enjoy the
Giant Bat* or Ice Drake* 21-30 19-32
moisture and darkness. They can include millipedes, moths,
snails, spiders, foxes and owls. The damp darkness also Dwarf, Tribal Warrior or Ice Elemental* 31-37 33-34
provides a fertile environment for growing mushrooms. Cave Bear or Wastling* 38-51 35-46
Where slivers of light creep into some caves, some foliage Swarm of Bats or Frost Worm 52-68 47-62
might even grow.
Ice Sheet* or Glacier Wight* 69-84 63-82
Certain species of arctic dwarves dwell in glacier caves and,
using water and heat, sculpt them into elaborate fortresses. Icefall* or Winter Wolf* 85-00 83-00
Nevertheless, even dwarves are at the mercy of the glacier
itself and must be ever cognizant of the shifts in their home
that contracts and expands over time.
16 | P a g e

This chapter details all the natural hazards that exist in the cold lands in alphabetical order. Most noteworthy are the sections on
Ice, Snow, Temperature and Weather. Creatures that are native to cold lands learn how to compensate for these unforgiving
conditions. It's visitors who have to worry—the cold quickly claims the young, the weak, and the foolish.

Terrain Hazards
Avalanches are a significant mountain hazard. Once in Bonus Distance Passive Perception DC
motion, snow slides are irresistible forces of nature, tearing Rounds
down trees and pulverizing buildings. When an avalanche 5 900 ft. 20
finally grinds to a halt, the snow congeals like concrete, 4 720 ft. 18
making rescue efforts extremely difficult. Ideally conditions 3 540 ft. 16
for an avalanche involve sunny days when the temperature is 2 360 ft. 12
abnormally warm. This in turns heats the rock to which the 1 180 ft. 10
snow clings. Stresses that might trigger a slab avalanche 0 0 ft. Automatic
include new or wind-blown snow, a skier, or a loud sound.
Avalanche conditions must exist for an avalanche to occur. The avalanche consists of two distinct areas: the bury zone
If the Dungeon Master determines those conditions exist, (in the direct path of the falling debris) and the slide zone (the
there is a base 10% (1 or 2 on a d20) of an avalanche area the debris spreads out to encompass). The avalanche is
happening once an hour, modified by the below conditions. 1,440 feet wide, with the bury zone in the center 1,080 feet
Alternately, avalanches may be part of a random encounter. (leaving 180 feet on either side to escape the bury zone).
Characters begin at the center of the map, with approximately
Condition Modifier 720 feet to get clear if they run straight across.
+character's failed Dexterity
Loud Noise
save (DC 15)
Bard Singing +Perform check (DC 15)
Moving Silently -Stealth rank
Survival -Survival rank
Moderate Wind +1
Strong Wind +2
Severe Wind +3
Windstorm +4
Hurricane +8
Daytime +1
Nighttime -1
Recent Snow +3
Explosion
+1 per d6 of damage
(e.g., fireball spell)
+35F +1/10 degrees
-35F -1/10 degrees

Rumbling usually precedes an avalanche. Characters get an


opportunity to make a passive Perception check to detect the
avalanche, as per the table below. Characters who expect an
avalanche (due to a loud noise or explosion) have a +5 bonus
to their passive Perception. The avalanche moves at 180 feet
per round.
P a g e | 17

The characters have up to 6 rounds to react before the d20 Result DC Save Failure Effect
avalanche arrives at the top of the map. Once it appears, the Fall 1d4 x 5 ft., taking
avalanche moves downward two squares each round (360 1 Crevice 15 Dex save
1d6 bludgeoning
feet). damage per 10 ft. fallen,
Characters who move at a speed of 30 feet per round can and land prone.
use the Dash action to move 60 feet on each turn, escaping to Fall 1d4 x 5 ft., taking
the edge in 3 rounds. However, each time they cross an Steep 1d6 bludgeoning
2 10 Dex save
elevation line (if the map has one), they must make a DC 10 incline damage per 10 ft. fallen,
and land prone.
Strength (Athletics) or Dexterity (Acrobatics) check. Failure
Path 15 Dex Counts as 40 feet of
means the character stops moving, falls prone, and takes 1d6 3
narrows (Acrobatics) difficult terrain.
bludgeoning damage.
Blinded until the end of
There are challenges however, as the avalanche chases
your turn. While blinded
them down the slope. During the chase, characters can freely 4 Dust 10 Con save
in this way, speed is
use the Dash action a number of times equal to 3 + their halved.
Constitution modifier. Each additional Dash action they take 15 Dex
during the chase requires the character to succeed on a DC 10 5 Cliff Prone.
(Acrobatics)
Constitution check at the end of their turn or gain one level of 10 Str
exhaustion. A character drops out of the chase if its (Athletics) Counts as 20 feet of
exhaustion reaches level 5, since its speed becomes 0. 6 Scree
or Dex difficult terrain.
(Acrobatics)
Level Effect Restrained. A creature
1 Disadvantage on ability checks can use its action to
2 Speed halved make a DC 10 Strength
3 Disadvantage on attack rolls and saving throws check, freeing itself or
4 Hit point maximum halved another creature within
Stuck in a
5 Speed reduced to 0 7 15 Dex save its reach on a success.
hole
6 Death Dealing 10 bludgeoning
damage to the rock (AC
Characters can attempt to blast the avalanche by damaging 15) also frees the
creature without
it, thereby clearing a path so that it rolls past the characters. A
harming it.
10-foot section of the avalanche has an AC of 15 and 180 hit
Bouncing Take 2d4 bludgeoning
points. It is immune to cold, necrotic, poison, and psychic 8 10 Dex save
rocks damage.
damage.
10 Dex
The characters roll initiative, with the avalanche having an
Field of (Acrobatics) The maze counts as 40
initiative of 1. Each character rolls a d20 at the end of its turn. 9
boulders or feet of difficult terrain.
Consult the below table to determine whether a complication Int save
occurs. If it does, it affects the next chase participant in the Can cross an elevation
initiative order, not the participant who rolled the die. The change without a skill
participant who rolled the die or the participant affected by Log
check, but fall 1d4 x 5
the complication (see the table below) can spend inspiration bridge
10 10 Dex save feet on a failed save,
across
to negate the complication. taking 1d6 bludgeoning
chasm
damage per 10 feet, and
land prone.
11-20 No complication
18 | P a g e

Characters in the bury zone always take damage from the doesn't suffocate, the victim also suffers a –50 reduction in
avalanche; characters in the slide zone may be able to get out personal temperature.
of the way, depending on the results of their Dexterity saves. A conscious character can dig through the snow at the rate
of 1 foot per round. A character must make a Wisdom
Feet (Perception or Survival) check DC 15 to determine which
Dex
Zone
Save
Damage of Fail Effects way is up each round, otherwise the character digs sideways
Snow and makes no progress towards the surface.
Half of 8d6 unconscious, The Wisdom (Perception) DC to find a buried character is
Bury 15 4d3
bludgeoning prone, restrained 15, -5 if the buried character is trying to dig himself out. A
None or 3d6 character digging down to a trapped character can do so by
Slide 12 2d3 prone, restrained
bludgeoning making a Strength (Athletics) check DC 15 (with bare hands)
or 10 (with an implement like a shovel). The character
While buried, a character takes 1d4 cold damage each excavates 1 foot plus one additional foot per point rolled
round. The character has enough air to breathe for 1d6 + 4 above the DC. An additional character can help dig, providing
rounds, thereafter they must begin holding their breath. If he advantage to the roll each round.

Crevasses are inverted wedge-shaped depressions in ice and A crevasse poses a dangerous threat to a character walking
rock, formed from the expansion and contraction of water in over it. The character must make an Investigation check (DC
cracks and crevices. Crevasses typically plunge nearly 100 15) to detect it and, failing that, a Dexterity save (DC 15) to
feet into the snow and terminate in a pool of meltwater, are avoid falling 1d10*10 feet into the crevasse and suffering the
ten feet wide, and 500 feet long. Crevasses gradually become appropriate falling damage. However, anyone falling is likely
more filled with snow and ice until they are indistinguishable (50% chance) to have his or her fall broken by a collapsed
from flat terrain. snow bridge, halving the damage.

Glaciers cover no less than 10 percent of the earth's land Glaciers are not a credible threat to any character who can
surface. They can be found on every continent, even on move away from them. However, glaciers are rife with their
tropical islands. The snow line where glaciers form varies, but own dangers, including icefalls, seracs, moulins, crevasses,
it can be anywhere from sea level at the poles to 5,500 feet by and snow swamps. They are also formidable obstacles. A
the equator to 18,000 feet in the southern climes. Glaciers glacier has an AC 13, damage threshold of 5, 30 hit points per
only a half a mile thick exert pressure of 62 tons per square 10 feet. Glaciers have a Strength of 30 for purposes of
foot, and can move up two-and-a-half miles per hour. Glaciers determining if it can move or break immobile structures or
begin moving once they reach critical thickness, which objects. Structures that are not smashed aside are caked over
requires a thickness of about 60 feet. Glaciers have even been with ice. Glaciers are difficult terrain.
clocked at moving forward at 220 feet a day.

A permanent layer of ice covers much of the tundra. This Ice Type Winter Spring Summer Fall
ice layer, called permafrost, averages anywhere from 200 to Thin 0 +4 +6 +1
500 feet in thickness. At its edges, it can be as thin as 5 to 10 Thick 0 +1 +4 +1
feet. Barrier ice, towering up to 500 feet in some areas,
borders much of the coast. Another form of ice known as A character that plunges through ice into water can survive
platform ice covers small lakes and the edges of the sea. It for a number of minutes equal to its Constitution score before
ranges in thickness from 5 to 20 feet. Because it is so rich suffering any ill effects. Each additional minute spent in icy
with salt, it cracks easily. water requires a DC 10 Constitution save or gain one level of
Characters walking on any ice must make Acrobatics exhaustion. Creatures native to icy water or with resistance or
checks (DC 10) to avoid falling prone. Over long distances, a immunity to cold damage automatically succeed on the save.
character must make a check each minute. Thin ice has a
weight tolerance of 3d10 x 10 pounds per 10-foot-square area.
Whenever a character fails a check by five or more, the
character must make a DC 10 Dexterity save modified by the
below table or fall through the ice.
P a g e | 19

An iceberg is a massive floating body of ice broken away melting must make a Perception check (DC 15) to notice that
from a glacier. Icebergs range in height from 20 feet high and it's slowly breaking apart. Once they notice, they have 1d4
50 feet long to 250 feet high and over a mile or two in length. rounds before its center of gravity shifts and the entire iceberg
Only about 10 percent of its mass is above the surface of the flips over. Characters who don't evacuate the iceberg in that
water. Some can reach 500 feet high and be several miles time must make a Dexterity save (DC 15) or be dumped into
long. Icebergs are dangerous for a variety of reasons, the water. Success means they climb the iceberg as it tips.
including that some entirely flip over depending on their characters in the water must make a DC 15 Dexterity save or
balance as they melt from the sun and warmer waters. They be smacked, hard by the iceberg as it tips, slamming them into
move at speeds of seven or eight miles a day. It is believed the water for 21 (6d6) points of bludgeoning damage.
that talking, laughing, smoking or speaking a glacier's name Characters who make the save are only brushed aside
when paddling past causes it to take offense and smother underwater and suffer half damage from being battered
nearby boats with punishing ice. beneath the iceberg. If a DM wishes to make glaciers
There are a variety of reasons why characters may find supernatural threats, a failed Survival or Nature check can
themselves on icebergs, but staying on one may be a cause the iceberg to flip or precipitate an icefall (see below)
challenge. Characters who are on an iceberg that is slowly as the iceberg becomes "offended."

Ice avalanches are deadlier, if that's possible, than snow A conscious character can dig through the ice at the rate of
avalanches. They slide on snow but have incredible mass. 1 foot per two rounds. A character must make a Wisdom
Icefalls occur where a glacier plunges over a steep slope, the (Perception or Survival) check DC 15 to determine which
velocity of the ice can suddenly triple to as much as six inches way is up each round, otherwise the character digs sideways
an hour for a distance of a few dozen yards. The brittle and makes no progress towards the surface.
surface of the ice cannot keep pace with the plastic flow The Wisdom (Perception) DC to find a buried character is
underneath and repeatedly splits open under stress into a 15, -5 if the buried character is trying to dig himself out. A
honeycomb of intersecting crevasses. As the fissures deepen, character digging down to a trapped character can do so by
they cleave out individual pillars of ice called seracs. making a Strength (Athletics) check DC 20 (with bare hands)
Icefalls use the same rules as an avalanche with the below or 15 (with an implement like a shovel). The character
differences. excavates 1 foot plus one additional foot per point rolled
above the DC. An additional character can help dig, providing
Dex Feet advantage to the roll each round.
Zone Damage Fail Effects
Save of Ice
Half of 8d6
unconscious,
Bury 15 bludgeoning 4d3
prone, restrained
plus 4d6 cold
None or 3d6
Slide 12 bludgeoning 2d3 prone, restrained
plus 1d6 cold

Mosquito, black fly, deerfly and midges can all be a Heavy smoke drives off insects within its bounds. Fire also
nuisance in the subarctic summer. Their larvae live in water. drives insects away. For example, a wall of fire in a ring
The insects limit vision to 10 feet, and spellcasting requires a shape keeps a subsequently cast insect cloud outside its
DC 10 Constitution saving throw each round to maintain confines, but a fireball spell simply clears insects from its
concentration. Creatures inside the insect cloud, regardless of blast area for 1 round. A single torch is ineffective against this
Armor Class, sustain 1 point of piercing damage at the end of vast horde of insects. Lightning, cold, and ice are likewise
each round they remain within, due to the bites and stings of ineffective, while a strong wind (21+ mph) that covers the
the insects. Invisibility is no protection. All creatures with an entire cloud area disperses the insects. When it turns colder,
Intelligence of 3 or lower must make a DC 15 Wisdom save these nuisances are less active and they disappear at night.
or are driven from the cloud at their fastest possible speed in a
random direction and flee until they are at least 100 feet away
from the insects. Creatures immune or resistant to piercing
damage are immune to this effect.
20 | P a g e

Jökulhlaups happen when a glacier dams up water that has Zone Str Save Damage Fail Effects
already melted. Once the water finds its way through the ice Half of 4d6
blocking its flow, the resulting explosion sends icy water Bury 15 bludgeoning prone, poisoned
flowing down the slopes at high speeds. Jokulhlaups burst and 4d6 cold
from meltwater heated by magma, spewing up to 30 miles out None or 2d6
and covering up to 386 square miles of plain into a vast lake. Slide 12 bludgeoning prone
The stench of sulfur can kill flocks of birds and wilt acres of and 2d6 cold
foliage.
Treat the jökulhlaup as an avalanche, with the following The jökulhlaup rushes through the air for 1d20 rounds,
changes. during which time characters can make a DC 15 Strength
Characters in the bury zone always take damage from the (Athletics) each round or suffer 1d6 bludgeoning and 1d6
jökulhlaup; characters in the slide zone may be able to get out cold damage.
of the way, depending on the results of their Strength saves.

When a volcano erupts, it carries away enormous quantities Feet


Str
of recent and old ash, creating a mudflow known as a lahar. Zone
Save
Damage of Fail Effects
Lahars are debris flows commonly initiated by breakout of Mud
water from glaciers. They contain a high concentration of icy Half of 4d8 unconscious,
Bury 15 4d3
debris to give them the internal strength necessary to transport bludgeoning prone, restrained
huge boulders as well as buildings and bridges and to exert None or 2d8
Slide 12 2d3 prone, restrained
extremely high impact forces against objects in their paths. bludgeoning
Lahars can be a few hundred yards wide, tens of yards deep,
flow at several tens of yards per second, and travel over 100 A conscious character can dig through the mud at the rate
miles from the initial debris site. of 1 foot per two rounds. A character must make a Wisdom
In essence, a lahar is a combination of a jökulhlaup and an (Perception or Survival) check DC 15 to determine which
avalanche. Treat it as an avalanche with the following way is up each round, otherwise the character digs sideways
changes. and makes no progress towards the surface.
Characters in the bury zone always take damage from the The Wisdom (Perception) DC to find a buried character is
lahar; characters in the slide zone may be able to get out of 15, -5 if the buried character is trying to dig himself out. A
the way, depending on the results of their Strength saves. character digging down to a trapped character can do so by
Each foot that a creature moves through the mud costs 4 making a Strength (Athletics) check DC 20 (with bare hands)
feet of movement. A creature must also make a Strength or 15 (with an implement like a shovel). The character
saving throw when it moves into the area for the first time on excavates 1 foot plus one additional foot per point rolled
a turn or ends its turn there. On a failed save, a creature sinks above the DC. An additional character can help dig, providing
into the mud and is restrained, though it can use an action to advantage to the roll each round.
end the restrained condition on itself by pulling itself free of
the mud.

Meltwater can pour into a moulin, a vertical pipeline in the ice that channels surface water into the body of the glacier. Getting
caught into one of these traps is deadly. A Dexterity save (DC 15) is necessary to avoid falling 1d10*10 feet into the moulin and
suffering the appropriate falling damage. Additionally, the character faces drowning and hypothermia in the rushing water. On a
successful Athletics or Strength check (DC 15), the character suffers 1d3 points of bludgeoning damage a round. On a failed
check, he must make another check that round or begin drowning.
P a g e | 21

Seracs are ice pillars that stand from 50 to 100 feet tall (50 Meltstreams and slush can cover up snow swamps, also
+1d10 * 5 feet). They are exceedingly unstable and sun, wind, known as faerie ice. Snow swamps look like dry snow but are
rain can cause the ice tower to topple, even setting off an unstable. Because of its granular density, snow swamps act
avalanche. A serac is subject to the same conditions that like quicksand. Spotting a snow swamp requires a Perception
trigger an avalanche. If it collapses, the serac requires all check (DC 15). Characters sink at a rate of 2 feet a round. To
creatures within range equal to the serac's height to make a avoid sinking, it must make a successful Dexterity check (DC
Dexterity save (DC 10) to avoid it or suffer 1d10 bludgeoning 15) to grab onto something and a subsequent Strength check
per 20 feet of the serac's height, or half that on a successful (DC 15) to haul himself out. One person can pull another out
save. with a similar Strength check. Failure means the trapped
character continues to sink another two feet that round,
eventually drowning. Two characters working together can
save a companion automatically.

Travel Hazards
A character requires four times the average amount of water Although the arctic terrain is often covered in ice, it is not
daily in an arctic environment. Medium-sized characters need always drinkable. Below are the Survival check DCs
at least four gallons of fluid and Small-size characters need at necessary in the climate and terrain to find water.
least two gallons of fluid. In cold weather, bundled up in
layers of clothing, characters may not be aware that they are Winter Spring Summer Fall
Climate Terrain
losing body moisture because the clothing absorbs most of it. DC DC DC DC
A character can go without water for 1 day plus a number Arctic Desert 20 20 20 20
of hours equal to his Constitution score. After this time, the Arctic Hills 19 19 19 19
character must make a Constitution save each hour (DC 10, Arctic Mountain 20 20 20 20
+1 for each previous check) or suffer one level of exhaustion. Arctic Plains 19 19 19 19
Subarctic Desert 20 19 19 20
DC Modifier Condition Subarctic Forest 19 16 16 19
+2 Food eaten with high water content Subarctic Hills 20 19 18 19
Character weighs more than the average Subarctic Marsh 12 8 10 10
+1
for his species Subarctic Mountain 20 16 17 18
Character does not engage in strenuous Subarctic Plains 19 16 16 17
+1 activity (any Constitution, Dexterity or
Strength based-skills or checks)
-1 Character does not eat a meal that day
22 | P a g e

Frostbite is basically a strangulation of the skin caused by Moderate Frostbite (exhaustion levels 2-3): The character
lack of circulation due to low temperatures. As long as the is in severe pain most of the time. This effect happens with
skin doesn't actually get blue, it can be recovered with gradual the next two levels of exhaustion.
warming. However, past a certain point, frostbite becomes Severe Frostbite (exhaustion levels 4-5): The character's
extremely painful until the victim can't feel anything at all. At skin appears waxy-looking with a white, grayish-yellow or
that point, their skin is dying and may become gangrenous. grayish-blue color. The affected parts have no feeling and
A character exposed to the cold will quickly suffer the blisters may be present. The tissue feels frozen. if the
effects of frostbite. Unprotected characters that fail a DC 10 character fails by 5 or more on the Constitution save, the
Constitution save at the end of an hour of exposure gain one character loses one of the following, with the effects of
level of exhaustion. The effects vary depending on how many damage to specific areas applied:
levels of exhaustion the character suffers. Creatures immune
to resistant to cold damage are immune to these effects. D100 Extremity Effect
Mild Frostbite (exhaustion level 1): Also known as 01-50 foot
½ move, prone after Dash action,
frostnip, mild frostbite causes the skin to look very white and disadvantage on Dexterity checks
waxy. The top layers of skin feel hard, but the tissue 51-75 hand
Can no longer wield 2-handed items
underneath still feel soft. There may be some numbness and only hold one object at a time.
associated with frostnip. This effect happens with the first two Disadvantage on Wisdom
levels of exhaustion. 76-100 ear (Perception) checks that rely on
hearing.

If a character is exposed to cold for seven consecutive character fails the Constitution save by 5 or more, she exhibits
rounds, he will begin to suffer the effects of hypothermia in confused, violent, or irrational behavior (as per the confusion
addition to frostbite. Creatures immune or resistant to cold spell).
damage are immune to these effects. A character who fails a death save while immersed in cold
Mild Hypothermia (exhaustion level 1): The character water on a natural 1 falls into suspended animation (instead of
suffers from muscle cramps, dizzy spells, stumbling, lethargy, suffering two failures) for a number of minutes equal to the
and random bouts of shivering. character's Constitution score. After that, the character
Moderate Hypothermia (exhaustion levels 2-3): The resumes making death saves.
character suffers from muscle cramps, dizzy spells, stumbling, If rescued, the character isn't out of danger yet—hours after
and lethargy. characters at this point become disoriented and surviving hypothermia, men have died of heart attacks after
confused. The shivering stops, but kidneys work overtime— sipping hot drinks. Warming the character back up requires a
suddenly the urge to urinate becomes overpowering. successful Medicine check (DC 10) or magical healing.
Severe Hypothermia (exhaustion levels 4-5): The Failure means the character is warmed up too quickly and
character suffers from muscle cramps, dizzy spells, stumbling, must make a death saving throw. No save is necessary for
and lethargy. The lack of oxygen to the character's brain magical healing.
begins to trigger visual and auditory hallucinations. If the

A character can suffer snow blindness because of the In the cold climes, characters require more high-fat foods to
intensity of ultraviolet rays when traveling in the arctic. The keep the body warm. The character requires a pound of meat
character's retinas literally become burned. Character exposed every day to avoid starvation. If the food is not primarily
to bright sunlight must make a Constitution save (DC 15) meat, he begins to suffer the effects of starvation.
once a day. Failure means the character has disadvantage on A character can go without food for a number of days equal
all checks involving sight for 24 hours. Failure by 5 or more to 3 + his or her Constitution modifier (minimum 1). At the
means the character is blinded instead, which can only be end of each day beyond that limit, a character automatically
cured with magic (like a lesser restoration spell). This effect suffers one level of exhaustion.
can be avoided with the appropriate goggles.
P a g e | 23

The sun's rays reflect off of just about everything in the character with the Survival skill has advantage on the save
arctic. As a result, exposed characters during spring and and on a successful DC 10 check, can apply advantage to
summer days can become severely burned. Unprotected other characters. characters who are covered up only need to
characters exposed to the sun must make a Constitution save check once every day for sunburn damage. Creatures resistant
once every hour (DC 10, +1 per previous check), or suffer 1 or immune to fire damage are immune to this effect.
point of fire damage from sunburn for each failed save. A

Drinking ice and snow carries the same risks as drinking Characters who drink tainted water must make a
water—it contains particles that might make a person sick. Constitution save (DC 10 + above modifier). Failure means
Worse, these contaminants remain dormant until warmed up the character is poisoned for 1d12 hours.
again. During the summer months, the best sources of water During the subarctic summer months, if the character
are rivers, ponds, lakes, streams, and springs. Although water ingests snow or ice that is tainted it is infected with giardia.
might from ponds or lakes might be stagnant, it is still Giardia is an intestinal parasite that lives in the feces of
drinkable. Running water is usually flesh and suitable for humans and animals. Symptoms start several weeks after
drinking. Occasionally, brownish surface water might be exposure and can disappear only to return a few days later.
found in the tundra during the summer. This water must be Giardia is transmitted by ingestion. The creature must make a
filtered but is drinkable. DC 16 Constitution save or become infected. Signs include
Below is the DC for avoiding tainted water with a Wisdom swelling of the stomach, pale-colored feces, gas, headache,
(Survival) check. nausea, and depression.
The infected creature suffers one level of exhaustion, and it
Climate Terrain Winter Spring Summer Fall regains only half the normal number of hit points from
Arctic Desert 10 10 10 10 spending hit dice and no hit points from finishing a long rest.
Arctic Hills 10 10 10 10 At the end of each long rest, an infected creature must make a
Arctic Mountain 6 6 6 6 DC 11 Constitution saving throw. On a failed save, the
Arctic Plains 10 10 10 10 character gains one level of exhaustion. On a successful save,
Subarctic Desert 12 12 12 12 the character’s exhaustion level decreases by one level. If a
Subarctic Forest 8 8 10 8 successful saving throw reduces the infected creature’s level
Subarctic Hills 8 8 10 8 of exhaustion below 1, the creature recovers from the disease.
Subarctic Marsh 12 12 12 12 Creatures immune or resistant to poison or the poisoned
Subarctic Mountain 6 6 6 6 condition are immune to these effects.
Subarctic Plains 10 10 10 10
24 | P a g e

Weather Hazards
Temperature fluctuates with the seasons and is impacted by the terrain. It gets colder during the winter months, obviously.
When combined with the wind chill, the temperature becomes very cold indeed.

Terrain Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec
Arctic Desert -23 -23 -13 5 18 30 40 40 23 18 -5 -23
Arctic Hills -23 -23 -13 -5 5 14 18 18 14 5 5 -13
Arctic Mountains -23 -23 -13 -5 5 14 18 18 14 5 5 -13
Arctic Plains -23 -23 -13 5 18 30 40 40 23 18 -5 -23
Subarctic Desert -5 -5 5 18 40 L M M 40 23 5 -13
Subarctic Forest 5 5 18 30 40 L M M 40 30 23 14
Subarctic Hills -5 -5 14 18 40 L M M 40 30 18 -5
Subarctic Mountains -13 -5 14 23 30 40 L M 40 30 14 -5
Subarctic Plains -5 -5 5 18 40 L M M 40 23 5 -13

Whenever a creature's personal temperature (see Chapter 3 At below 32 degrees, ice can accumulate on items, making
for each species' personal temperature) is at or below 90 them very slippery. Creatures attempting to grasp an iced item
degrees Fahrenheit, it must succeed on a DC 10 Constitution must make a DC 10 Dexterity save. If the saving throw fails,
saving throw at the end of each hour or gain one level of the creature immediately drops the item. A saving throw must
exhaustion. Creatures with resistance or immunity to cold be made each round the creature attempts to pick up or use the
damage automatically succeed on the saving throw. iced item.
A character's temperature includes the average degrees A character's first reaction to the cold may be to make a
Fahrenheit, whether or not the character is in water, the fire. It's not as easy as it may first seem. Making a fire
personal temperature of the character (depending on the requires the characters to actually find something that will
character's armor or clothing) and the amount of strenuous burn. Tinder, the dry material used to create a spark, includes
activity exercised. birch bark, shredded inner barkfine wood shavings, dead
grass, dead evergreen needles, punk, evergreen tree knots,
Factor Temperature Change bird down, vegetable fibers, and dead palm leaves. Kindling,
Armor or clothing See Equipment Table which sustains the fire, includes small twigs, strips of wood,
Character submersed in and split wood. The character must make a Survival check
-25 degrees
water with the below DC to find it.
Character using Acrobatics, +Constitution score degrees
Athletics, or Survival skill. until activity ends, then – Climate Terrain Winter Spring Summer Fall
Constitution score degrees Arctic Desert 20 20 20 20
Unconscious or Paralyzed -25 degrees Arctic Hills 18 12 12 14
Per Exhaustion Level -5 degrees Arctic Mountain 24 22 20 20
Arctic Plains 22 18 16 18
Armor and clothing modifies personal temperature. Subarctic Desert 20 20 20 20
Personal temperature determines when a character must make Subarctic Forest 12 7 7 7
a Constitution save against exposure to cold weather. Simply Subarctic Hills 18 10 10 12
wearing armor can be helpful in cold conditions. Subarctic Marsh 16 18 18 16
Subarctic Mountain 22 20 18 18
Constitution Subarctic Plains 18 14 12 14
Clothing Temperature
Save
Cold Weather Outfit +50 +5 Another Survival check is required to make the fire against
Heavy Armor +30 +3 the same DC. Assuming the roll is successful, the Survival
Medium Armor +20 +2 roll *4 is the amount in Fahrenheit that the fire warms the
Light Armor +10 +1 surrounding area. It decreases by 10 degrees for every 5 feet
Explorer's Outfit +5 0 away from the fire. The fire lasts for 10 minutes * the
Other Outfits 0 0 Survival roll to create the fire. For every 5 feet of illumination
a heated light source provides, it increases the temperature by
10 degrees.
P a g e | 25

The arsarnerit appears in a variety of forms, including The arsarnerit can be dispelled or summoned with control
pillars, streaks, wisps, haloes, or curtains of light, wafting on weather, but it requires the caster to bark like a dog.
a gentle breeze. The aurora is usually light yellow, rose, or Arsarnerit can be used for call lightning spells as well.
green in color, but it can flare at times to bright crimson or Spellcasting within 100 miles of an arsarnerit causes a wild
yellow. A whirring or crackling sound sometimes magic surge, as per the sorcerer origin. Direct contact with the
accompanies its presence. arsarnerit automatically causes a wild magic surge effect to
the character entering it.

The combination of high winds, heavy snow (typically 1d3 knocked prone, and Large or Huge creatures must spend 2
feet), and bitter cold make blizzards deadly for all who are feet of movement for every 1 foot it moves. Blizzards
unprepared for them. Blizzards make ranged attacks automatically extinguish unprotected flames and have a 75%
impossible and inflict disadvantage to attack rolls with siege chance of blowing out protected flames. Perception checks
weapons. Creatures must make a Strength save (DC 15). are at disadvantage due to the blowing snow and howling of
Failure means small creatures are pushed 15 feet in a random the wind.
direction and knocked prone, Medium-size creatures are

Daylight varies with the latitude of the particular cold land Polar Night (PN): Winters are dark and dreary, with only a
and by season. The table below indicates the hours of daylight few hours of twilight. Twilight glow might not be seen for
in any particular month and latitude. over a month. In the best conditions, characters can see by
Midnight Sun (MS): The sun never dips far below the starlight, which inflicts disadvantage to Wisdom (Perception)
horizon. Between late May and mid-August, the region never checks that rely on sight. Otherwise, viewing conditions are
experiences true darkness. Stars aren't visible until mid- considered total darkness. characters unaccustomed to such
August. There is never a good time to hide during this period. conditions can suffer from winter depression as a result of the
All creatures who are vulnerable to light effects suffer them at never-ending night. characters must make a Wisdom save
all hours during this time. characters who are unaccustomed (DC 15) for each week they spend in a land with no sunlight.
to these conditions may have difficulty sleeping. characters Failure means the character becomes lethargic and depressed,
must make a Wisdom save (DC 15) each week they spend in suffering disadvantage to Wisdom saves and one level of
complete daylight. Failure means the character regains only exhaustion. A lesser restoration spell will remove all effects
one quarter of spent Hit Dice (minimum of one die). If the or one week spent in a normal day cycle.
character has any levels of exhaustion, the rest doesn’t reduce
their exhaustion level. A sleep spell will allow the character to
get a decent night's rest.

Latitude Jan Mar Apr May Jun Jul Aug Sep Oct Nov Dec
90 PN PN MS MS MS MS MS PN PN PN
80 PN MS MS MS MS MS 16 5 PN PN
70 PN 12 16 22 MS MS 19 14 9 3 PN
65 3 12 15 20 13 20 17 14 10 5 3
60 7 12 15 17 19 18 16 13 10 8 6
55 8 12 14 16 18 17 15 13 11 9 7
26 | P a g e

Because the arctic air is so clear and pure, distant features Moisture clouds form as a result of the difference in
appear in focus. This effect, called fata morgana, alters depth temperature between water and air. Fog banks create heavily
perception, making distances indeterminable. Under these obscured areas.
conditions, all spotting distance is multiplied by 10. All
Wisdom (Perception) checks that rely on sight and ranged
attacks suffer disadvantage.

Essentially frozen rain, sleet reduces visibility by half while


falling, causing disadvantage on ranged attacks and
Perception checks that rely on sight. It extinguishes
unprotected flames and causes protected flames to dance
wildly and have a 50% of being extinguished. Sleet causes all
surfaces it coats to be difficult terrain.

When cloud temperature is at freezing or below and the difficult terrain. A creature moving through deep snow (6
clouds become filled with moisture, ice crystals form. These inches or more) must spend 4 feet of movement for every 1
ice crystals form on dust particles as the water vapor foot it moves.
condenses and partially melted crystals merge together to The level of snow should be compared to a character's
form snowflakes. All ice crystals have six sides because of the height to determine the amount of concealment it provides.
shape and bonding of water molecules. There are 6 different Certain polar species and classes (e.g., elves) walk on top of
types of snow crystals: needles, columns, plates, columns the snow instead of wading through it and are thus not
capped with plates, dendrites and stars. The type of crystals subjected to the combat penalties. Small characters have
depends on the amount of humidity and temperature present disadvantage on Strength (Athletics) and Dexterity
when they are forming. Snowflakes are smaller when it's very (Acrobatics) checks in deep snow.
cold and snowing and larger when the temperature is closer to Consuming unpurified snow or ice is a bad idea (see
32 F. Tainted Water, under Travel Hazards). It also reduces the
While falling, snow reduces visibility by half (disadvantage personal temperature of the person consuming the snow or ice
on ranged attacks and Perception checks that rely on sight). It by 10 degrees per swallow.
has a 50% chance of extinguishing small, unprotected flames.
Once on the ground, snow causes everything it coats to be

The combined effects of precipitation and wind that weapons, which have disadvantage on the attack roll.
accompany all storms reduce visibility ranges by three Snowstorms automatically extinguish candles, torches, and
quarters, imposing disadvantage on all Perception checks similar unprotected flames. They cause protected flames, such
involving sight for 2d4 hours. Every turn, the character must as those of lanterns, to dance wildly and have a 50% chance
make a Constitution save (DC 15) or be blinded. Snowstorms to extinguish these lights. Snowstorms leave 1d6 inches of
make ranged weapon attacks impossible, except for with siege snow on the ground afterward.
P a g e | 27

Very large snowstorms can also contain thunder and D10 Lightning Damage
lightning, called "thunder snow." The conditions that typically 1 4 (1d8)
precipitate thunder and lightning are not usually compatible 2 9 (2d8)
with the conditions required for snowfall. However, in very 3 13 (3d8)
powerful winter storms a pool of very cold air is created 4 18 (4d8)
above warmer, moister air at ground level. 5 22 (5d8)
Thunder snow has all the effects of a snowstorm. Due to the 6 27 (6d8)
thunder, Perception checks involving sound are also at 7 31 (7d8)
disadvantage. Additionally, one bolt per minute strikes for a 8 36 (8d8)
1-hour period at the center of the storm. Characters must 9 40 (9d8)
make a DC 10 Dexterity saving throw to avoid being struck 10 45 (10d8)
each round, with disadvantage if they are wearing or wielding
a significant amount of metal armor or are on higher ground
than other objects. On a failed save, the character is struck by
a bolt of lightning, affecting everything in a 10 foot radius
including other characters, structures, and unattended objects.
The character is also deafened for 1 round. Roll on the table
below to determine damage.

The weather changes in arctic and subarctic lands depending on a variety of conditions. Roll on the below table to determine
the change in wind and temperature conditions and then consult temperature table.

D100 Temperature Change Wind Conditions


01-06 +15 F -10 mph
07-12 +10 F -15 mph
13-18 +10 F -10 mph
19-24 +5 F -15 mph
25-30 +5 F -10 mph
31-40 No change No change
41-46 -5 F +10 mph
47-52 -5 F +15 mph
53-58 -10 F +10 mph
59-64 -10 F +15 mph
65-70 -15 F +20 mph
71-80 Snow +1d10 mph
81-85 Fog See entry
86-89 Sleet +1d10 mph
90-94 Snowstorm +50 mph
95 Thunder Snow +50 mph
96 Asarnerit See entry
97 Fata Morgana See entry
98-00 Blizzard +50 mph

Whenever the temperature is at or below 0 degrees access to drinkable water must succeed on a Constitution
Fahrenheit, a creature exposed to the cold must succeed on a saving throw at the end of each hour or gain one level of
DC 10 Constitution saving throw at the end of each hour or exhaustion. The DC is 5 for the first hour and increases by 1
gain one level of exhaustion. Creatures with resistance or for each additional hour. Creatures with resistance or
immunity to cold damage automatically succeed on the saving immunity to fire damage automatically succeed on the saving
throw, as do creatures naturally adapted to cold climates. throw, as do creatures naturally adapted to hot climates. As
There are a variety of factors that influence the temperature, for cold temperatures, see the Temperature section for more
see the Temperature second below. information about how clothing and moisture affects these
Conversely, when the temperature is at or above 100 saves.
degrees Fahrenheit, a creature exposed to the heat and without
28 | P a g e

In the arctic autumn, winter winds reach hurricane force and can whip snow 100 ft. into the air, giving the impression of a
blizzard—even when it's not snowing. Accompanied by low temperatures, winds have a marked chilling effect. For instance, a 32
mph wind will bring a temperature of 5F down to -30F. Characters caught in a windstorm must make Constitution checks for
cold damage.

MPH Temperatures in degrees Fahrenheit


0 50 F 40 F 30 F 20 F 10 F 0F -10 F -20 F -30 F -40 F
5 48 37 27 16 6 -5 -15 -26 -36 -47
10 40 28 16 4 -9 -24 -33 -46 -58 -70
15 36 22 9 -5 -18 -32 -45 -58 -72 -85
20 32 18 4 -10 -25 -39 -53 -67 -82 -96
25 30 16 0 -15 -29 -44 -59 -74 -88 -104
30 28 13 -2 -18 -33 -48 -63 -79 -94 -109
35 27 11 -4 -20 -35 -51 -67 -82 -98 -113
40 26 10 -6 -21 -37 -53 -69 -85 -100 -116
Wind speeds greater than 40 mph have little added effect.

The following table indicates what wind effects look like to characters observing them.

Wind Force Wind Speed Symptoms


Calm 0 Smoke rises vertically. Water is like a mirror.
Light Breeze 1-10 mph Leaves and small twigs in constant motion; wind extends light flag. Large wavelets.
Moderate breeze 11-20 mph Raises dust and loose paper; small branches are moved. Small waves, becoming larger.
Strong breeze 21-30 mph Large branches in motion; whistling heard in wires; umbrellas used with difficulty.
Breaks twigs off trees; generally impedes progress; inconvenience felt when walking against
Severe gale 21-50 mph
the wind; Slight structural damage occurs.
Windstorm 51-74 mph Trees uprooted; accompanied by widespread damage.

Polar storms can reach up to 110 mph. The storm makes normal ranged attacks impossible and inflicts disadvantage to siege
weapon attacks. Creatures must make a Strength save (DC 20). Medium-size or smaller creatures that fail are pushed 15 feet in a
random direction and knocked prone, Large creatures are knocked prone, and Huge creatures must spend 2 feet of movement for
every 1 foot it moves. Gargantuan creatures are unaffected.
P a g e | 29

A Primal campaign can consist of just an endless expanse of never ending winters in a quest for survival, or the campaign can
encompass the technological advances of Atlanteans, the primordial majesty of the Hyperboreans, and the dinosaurs of the
Lemurians, all which brings a Lost World feel to the setting.

The World
The center of Hyperborea is a bustling world of trade where
the sun rarely sets and the cult of Apollo, led by
hyberboreans, ensures that exchanges remains peaceful.
The world is getting colder. Glaciers advance rapidly, Apollo is believed to return every nineteen years, during
encroaching on warmer lands, and driving predators and which time there is much feasting. The hyperborean priests
herbivore closer to the warmer climes. There are summers, are known as Boreadae and reside in gigantic ziggurat
but the snow melts slower each year, the winter are harsher, temples.
and the winds blow fiercer. Nature is unrelenting in its Hyperborea is populated by gnolls who make up the bulk of
advance, and the glaciers absorb so much water that lakes and hyperborean servitors. There are also serpentfolk, who serve
oceans are drained, creating land bridges that didn't exist as acolytes and scientists, and arimaspi, who fill the military
before. ranks and act as bodyguards. For details about serpentfolk see
The tlavatli and trogs are outnumbered, living in small, 5E Foes: Lovecraftian Horrors. For the arimaspi species, see
insular tribes that take care of their own first and foremost. 5E RPG: Ancient Adventures.
The tlavatli roam, following the herbivores they hunt, with There is a price paid for this pleasant land. Beyond the
some bold tribes chasing mammoths. They have learned to fertile valleys where succulent trees and vines feed the
use the hides of creatures to keep warm and fashion crude populace are primal swamps. Some credit the hyperboreans
weapons to improve their bounty from the hunt. themselves with the ancient beings who still live there,
In the wilds live the primal halflings, who coexist with enlarged and unnatural. These marshes serve as a form of
wolves. To some tlavatli they are indistinguishable from the defense for the only way in to Hyperborea itself, and defend it
wolves themselves. The primal halflings' fortunes wax and against glacial predators who climb down off the ice.
wane with that of their wolf brethren; a starving wolf Hyperboreans have created Sun Gates that link their land to
population brings halfling raids on tlavatli tribes. other places they wish to visit, allowing less advanced species
Trogs, on the other hand, retreat to caves during the harsh to roam at their whims. The hyperboreans open and close
winters, ferociously battling any predators who would seek these gates as they see fit.
solace there. Trogs dominate these mountains, with primal Its wonders notwithstanding, Hyperborea's time in the
dwarves carving out their own niche in the hills; they stick to Primal world is coming to an end, but most hyperboreans
their territory and their conflicts with tlavatli are rare. Rare, cling to the belief that Apollo will save them.
that is, until the winters become harsher and the tlavatli have
nowhere else to go.
As the glaciers advance, even caves no longer provide Lemuria
solace, so trogs and tlavatli journey south in the northern Only slightly younger than Hyperborea, Lemuria is a land
hemisphere, where they have encountered Atlanteans who are of jungles, mud flats, wide-ranging fields, stinking swamps,
only too happy to subjugate any species that cannot resist and jagged hills, all surrounded by unforgiving seas. While
their technological might. Hyperborea has been shaped to suit the will of its creators and

Hyperborea
returned to a primeval state before most creatures walked on
land, Lemuria is a testament to the age of dinosaurs.
Lemurians have kept the entire continent warmer than the rest
The land of Hyperborean is a continent under siege from of the world, as it was ages ago. They have also cultivated
nature itself. Hyperboreans live in their ancient temples, dinosaurs of all stripes, using their magic to resurrect
worshipping the sun, and spending much of their time creatures long since extinct and then releasing them into the
sacrificing to their deity Apollo in the hopes that he can ward wild. For lemurians, these dinosaurs pose little threat, but for
off the coming glacier that surrounds the continent. By all outsiders new to Lemuria they make for a natural defense
accounts Apollo's blessing has allowed Hyperborean to mechanism.
continue, but scholars who measure the glacial advance know
that each year, it advances five miles into the mainland.
30 | P a g e

While Hyperborea is content to stay isolated, Lemuria's


borders regularly burst forth. Ancient creatures of the sea that
are spawned in inlets find their way to the surrounding ocean,
Atlantis
and pterodactyls glide on wind currents to distant shores. It is Atlantis is primarily populated by two species, the tolteks
thus uncommon but not impossible to encounter dinosaurs and the rmoahali. Both trace their roots to the god Poseidon.
where there should be none. Few last for long, as they Much of the magical might of Atlantis is attributed to its rich
eventually succumb to the encroaching cold. Unlike the veins of orichalcum, a magical metal they use in everything
shimmering, sun-clad portals of the hyperboreans, Lemurian from armor to weapons to their flying ships. Orichalcum takes
portals are permanent structures of ancient stone that are channels vril, a naturally-occurring force of magic. By
activated through blood sacrifice. More than one human or harnessing vril and using captured mammoths as labor, the
trog tribe has been lured into chaos by the promise of a atlanteans build massive cities. These cities, ten in all, grow in
rampaging dinosaur to destroy their enemies. three concentric circles outward in an array of bridges and
Lemuria and Atlantis are at war. Lemurian biomancy use canals, incorporating nearby waterways so ships can sail to
dinosaurs as a resource: labor, pets, meat, and mounts. the center if need be. The entire circuit of each city wall is
Lemurians are able to use great cloning vats deep in their covered in brass, the second section in tin, and third in
underground cities, inverted, massive ziggurats led by a king orichalcum. A temple to Poseidon made of gold is always at
and queen and advised by a council of 12, with a high priest the center, and the building of a city begins with the temple
officiating. Each city is divided into five levels: the first first.
houses living quarters, administrative buildings, and temples. Using these waterways, Atlanteans power their devices that
The second includes manufacturing and schooling. The third aren't run by vril with waterwheels. Atlanteans enjoy bathing
includes prehistoric gardens, where a wide variety of crops and have a fully-functioning sewage system. Their standing
are produced. The fourth is a waterway, where sea creatures army is divided across the ten cities, each which is capable of
are bred. The fifth is the great cloning vats, a steaming jungle contributing able-bodied soldiers and their own vril fleet.
where dinosaurs battle it out before being released on the Each city is ruled by a king: Ampheres, Atlas, Autokhthon,
surface (the rejects) or unleashed through a blood-soaked Azaes, Diaprepres Elasippos, Euaimon, Gadeiros, Mestor, and
portal to Atlantis. Mneseos. The kings are roughly equal, and they theoretically
keep each other in check. Of greater concern is Atlantean
power creep, with each vril ship more powerful and
dangerous than the last. Atlanteans love their weapons and
aren't afraid to use massive firepower to attack their foes at a
whim, reserving their worst wrath for Lemurian dinosaur
invaders. Most rmoahali take leadership positions, with
tolteks taking up the roles of artisans, architects, and
craftsmen. Tlavatli and trog slaves round out the labor force.
The encroaching glacial sheets are a distant threat, for now.
Of more immediate concern are the fauna creeping towards
the equator to escape the freeze. The Atlantean city structures
insulate them somewhat from the smaller land predators, but
their mammoth population is vulnerable to predation and the
troops that live in the surrounding territories are increasingly
besieged. With Atlantis surrounded by hostile beasts on all
sides, some of the kings argue for a drastic response by using
a massive vril weapon to blow up Lemuria itself.
P a g e | 31

Dwarf, Primal
Hairy, darker-skinned cousins of the dwarves from other Female Names: Brira, Cingia, Comnealni, Gunwa, Niada,
worlds, primal dwarves live in the wild uncultivated parts of Ophath, Preugha, Preuzma,
the country. They are entirely pastoral and unacquainted with Family Names: Alna, Carimi, Duggay, Duras, Durdin,
agriculture. Feradens, Hirow, Lartaggs, Merana, Sealnicket, Tulra

Primal dwarves have a matriarchy. The king has a secondary Ability Score Increase. Your Dexterity score increases by 2
place except in times of war. Property is communal. Though and your Constitution increases by 1.
they are sometimes found in forests, primal dwarves prefer Age. Dwarves mature at the same rate as humans, but
open moors and heaths that provides pasturage for their cattle. they're considered young until they reach the age of 50. On
Their dwelling-places are built of stone, wattle or turf, and are average, they live about 350 years.
in beehive form. Entire families live together in this fashion. Alignment. Primal dwarves are neutral. They keep to
Their houses are used in the winter only. Primal dwarves live themselves and are distrustful of strangers.
entirely out of doors in the summer. Darkvision. Accustomed to life underground, you have
superior vision in dark and dim conditions. You can see in
dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern color in
Primal dwarves breed cattle and dogs. They live chiefly on darkness, only shades of gray.
the milk of their herds, with an occasional feast of meat. Languages. You can speak, read, and write Dwarvish.
Dwarvish is full of hard consonants and guttural sounds, and
those characteristics spill over into whatever other language a
dwarf might speak.
Primal dwarves learned quickly that the best defense is a Marsh Born. You have resistance to cold and poison
strong offense. They are masters of bronze, of which they damage and are immune to the poisoned condition. Your
pride themselves in an era when stone implements are the personal temperature is 110 degrees Fahrenheit.
norm. They generally flee from strangers, are fleet of foot, Primal Skills. You have proficiency with Wisdom (Animal
and are so highly skilled in the art of taking cover that they Handling) and Dexterity (Stealth) skills.
are seldom seen. Primal Weapon Training. You have proficiency with the
javelin and dart.
Size. Dwarves stand between 4 and 5 feet tall and average
about 150 pounds. Your size is Medium.
Male Names: Anbor, Bhelinar, Daseck, Denemerin,
Speed. Your base walking speed is 30 feet.
Garvaris, Gaseck, Orthy, Rhadel Sanral, Telek
32 | P a g e

Halfling, Primal
In a world where warmth is reserved for those who are
bigger and hairier, the primal halfling must be even more
crafty and cautious. Their quick senses and fast-twitch Primal halflings have but one name for each other and don't
reflexes are all that keep them alive in a harsh, unforgiving distinguish by gender. They use qualifiers when they share the
land. same name, so there will be Gaumri the Lean and Nine-Finger
Argan: Acrek, Argan, Dongrok, Gaumri, Irdan, Lauklol,
Mekdel, Ousmis, Zandrik, Zosben.

Primal halflings must struggle to survive in a world that


rewards the powerful and punishes the weak. To that end,
they have made alliances with canines of all types. Ability Score Increase. Your Dexterity score increases by 2
Domestication, the taming and inclusion of normally wild and your Constitution score increases by 1.
animals in halfling culture, starts in this age with dogs. Age. A halfling reaches adulthood at the age of 20 and
Wild dogs shared a similar pack structure to halflings and generally lives into the middle of his or her second century.
are found to be very flexible in how they defined their pack. Alignment. Primal halflings are chaotic in nature, enjoying
Dogs accept a non-dog as pack leader and are comfortable the freedom to roam wherever the pack takes them. They are
with sharing a kill. Dogs also have rudimentary fond of howling or barking, and many wear the skins of fallen
communications skills and adapt to directions given by canine packmates to make them look more ferocious.
halfling pack mates. As dogs grew to trust and interact with Ice Walk. You can move across and climb icy surfaces
humans, halflings made places for them in camp and began without needing to make an ability check. Additionally,
generations of breeding. They ride them as mounts and use difficult terrain composed of ice or snow doesn't cost you
them in hunting. extra movement. Your personal temperature is 98 degrees
Fahrenheit.
Languages. You can speak, read, and write Halfling.
Mask of the Wild. You can attempt to hide even when you
Primal halflings have widely-splayed feet that enable them to are only lightly obscured by foliage, heavy rain, falling snow,
walk on snow as if they were wearing snowshoes. They mist, and other natural phenomena.
develop callouses one their hand and feet that gives them Pack Tactics. You have advantage on an attack roll against
superior grips, making them less likely to slip on ice. More a creature if at least one of your allies is within 5 feet of the
than one larger opponent has fallen into a snowdrift only to be creature and the ally isn't incapacitated.
surrounded by a pack of halflings at eye level. Size. Halflings average about 3 feet tall and weigh about 40
pounds. Your size is small.
Speak with Canines. Through sounds and gestures you can
communicate simple ideas with canine beasts, including
wolves and mastiffs.
Speed. Your base walking speed is 25 feet.
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Hyperborean
The first physical species on primal earth, hyperboreans are
an ancient species that has spawned all the others, even
humans. They look benevolently on their distant cousins but Hyperboreans are gender-fluid and choose their gender as it
have little interest in war. suits them. Every so many years, they may switch. They
reproduce through budding, by simply leaving a mote of their
essence behind in sunlight to form into another hyperborean.
The catch is that hyperboreans can only be born in 24 hours of
Hyperborea was a continent-bound land bordered by a greater continual sunlight, so they must journey far to reproduce.
river to the north and a mountain range to the south. It was
known for its amber-weeping poplar trees and native white
swans. It was always Spring in Hyperborea, which meant
hyperboreans never developed the necessary survival skills to Hyperboreans are indifferent to gender distinctions but
live beyond it. The land produced just two crops a year of understand that lesser species find them helpful, so they adopt
grain, with most of it covered with beautiful forests. Now, names accordingly. They will not hesitate to change their
hyperborean is under assault from nature and besieged on all names when they change their gender.
sides by advancing glaciers. Male Names: Amaltu, Ctethamon, Eacht, Koyaga, Mudru,
Surachus, Teth, Victero, Yilun
Female Names: Chiopset, Daizha, Enesken, Munle, Naole,
Narantuyaa, Nolota, Peidai, Timinome, Virota, Yenga, Zhibi
Hyperboreans live in a theocracy of three giant priests, where
they sacrifice hundreds of beasts in a festival of song and
dance to the sun. The sun is holy to them, and the
hyperboreans are sure to perform rituals each morning as it
rises to greet it.
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Ability Score Increase. Your Charisma score increases by 2 Healing Hands. As an action, you can touch a creature and
and your Constitution score increases by 1. cause it to regain a number of hit points equal to your level.
Age. After incubating in the sun for 24 hours, hyperboreans Once you use this trait, you can't use it again until you finish a
has enough energy to escape the Primal atmosphere, floating long rest.
to bask as a sun mote for a full year. It then lands again, fully- Light Bearer. You know the light cantrip. Charisma is your
formed, giving legends of angels descending to earth. spellcasting ability for it.
Hyperboreans do not age after achieving maturity. Languages. You can speak, read, and write Hyperborean.
Alignment. Most hyperboreans are benevolent and good. A Personal Temperature. Your body gives off a natural
few are so selfish that they disregard all life and become evil. warmth. Your average personal temperature is 120 degrees
Size. Hyperborean have the same range of height and Fahrenheit.
weight as humans. Your size is Medium. Radiant Countenance. Starting at 3rd level, you can use
Speed. Your base walking speed is 30 feet. your action to unleash the divine energy within yourself,
Darkvision. Blessed with a radiant soul, your vision can causing a searing light to radiate from you, pour out of your
easily cut through darkness. You can see in dim light within eyes and mouth. Your transformation lasts for 1 minute or
60 feet of you as if it were bright light, and in darkness as if it until you end it as a bonus action. During it, you shed bright
were dim light. You can't discern color in darkness, only light in a 10-foot radius and dim light for an additional 10
shades of gray. feet, and at the end of each of your turns, each creature within
Hyperborean Resistance. You have resistance to necrotic 10 feet of you takes radiant damage equal to half your level
damage and radiant damage. You are immune to natural (rounded up). In addition, once on each of your turns, you can
diseases. deal extra radiant damage to one target when you deal damage
to it with an attack or a spell. The extra radiant damage equals
your level. Once you use this trait, you can't use it again until
you finish a long rest.
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Lemurian
Lemurians are a reptilian species that has a long lower jaw,
a strangely flattened face, eyes small but piercing and set
curiously far apart, so that they can see sideways as well as in To build their huts, lemurians tear down trees, and pile them
front. up in a tent-like fashion. Their huts, formed of rude trunks of
trees, are shored up with boulders of stone. Lemurians wear
robes of loose skin, usually dinosaurs. They wear tassels of
bright red, blue and other colors to identify rank. Lemurians
Lemuria, sheltered by lemurian druids, is much like the lost wield long spears of sharpened wood, ranging from twelve to
era before, filled with dinosaurs of all types. Lemurians have fifteen feet long.
managed to keep dinosaurs alive through selective breeding,
carefully controlled enclosures, and other magical means.
They breed special dog-like creatures similar to plesiosaurs
but much smaller, which they use for hunting. Lemurians are gender fluid, so their names are a reflection of
their memories and achievements. Cehpu-no, Ectilxecl, Gop-
xachtlon, Hizdol-hu, Krixchic-zoa, Tluhtur-hu'a, Qrich-
tlo'entlic, Xoxtahpuch, Yo'acnatzte, Zuxcuxcan
Of all the species populating the primal lands, lemurians are
the oldest. Lemurians have no set gender and can self-
impregnate at will, laying an egg during their breeding
season. Thus lemurians can replenish their species rapidly if
need be.
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Ability Score Increase. Your Strength score increase by 2, Languages. You can speak, read, and write Lemurian.
and your Wisdom score increases by 1. Long-Limbed. When you make a melee attack on your turn,
Age. Lemurians reach maturity around age 14 and rarely your reach for it is 5 feet greater than normal.
live longer than 60 years. Natural Armor. You have tough, scaly skin. When you
Alignment. Most lemurians are neutral. As an elder species aren't wearing armor, your AC is 13 + your Dexterity
that has seen the fall of the dinosaurs, lemurians are less modifier. You can use your natural armor to determine your
concerned about current events and more about surviving. AC if the armor you wear would leave you with a lower AC.
All Around Vision. Due to your third eye, you can't be A shield's benefits apply as normal while you use your natural
surprised. You can see in dim light within 60 feet of you as if armor.
it were bright light, and in darkness as if it were dim light. Personal Temperature. As cold-blooded beings, lemurians
You can't discern color in darkness, only shades of gray. have an average personal temperature of 90 degrees
Cunning Artisan. As part of a short rest, you can harvest Fahrenheit.
bone and hide from a slain dinosaur of size Small or larger to Powerful Build. You count as one size larger when
create one of the following items: a shield, a club, a javelin, or determining your carrying capacity and the weight you can
1d4 darts or blowgun needles. To use this trait, you need a push, drag, or lift.
blade, such as a dagger, or appropriate artisan's tools, such as Size. Lemurians are bulkier and taller than humans,
leatherworker's tools. growing as much as eight-feet tall. Your size is Medium.
Dinosaur Speech. You have the ability to communicate in a Speed. Your base walking speed is 30 feet.
limited manner with dinosaurs. They can understand the
meaning of your words, though you have no special ability to
understand them in return. You have advantage on all
Charisma checks you make to influence them.
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Rmoahali
The rmoahali are a dark-skinned species of humanoids
distantly related to tolteks. They are taller than humans,
reaching up to eight feet in height. Rmoahali have telekinetic powers that they tap from
vegetation. These powers manifest as the ability to manipulate
objects and even read thoughts. Rmoahali speak their own
language but prefer to use telepathy to communicate with
The rmoahali are the descendants of the lemurians and related others.
to the toltek, tlavatli, and trogs. They, along with the toltek,
are the rules of Atlantis and use their vril ships to subjugate
all who cross them. The weather is a more powerful deterrent
they cannot easily overcome, so most rmoahali vril-ships do Rmoahali have but one name; their ancestral memory ensures
not stray far beyond their continent. they know who belongs to which family.
Male Names: Alteril, Braktun, Ektanu, Kinjil, Murenul,
Rimnuk, Rol, Ukan, Umil, Upik
Female Names: Apiek, Beki, Lekit, Lipek, Mopuni,
Rmoahali have difficulty with logical reasoning but have Navun, Rapan, Tertre
exceptional memories, which they pass on through a form of
ancestral memory. With such long memories, rmoahali know
full well the price of their freedom, as many have been
enslaved by Lemurians. Free rmoahali generally avoid contact
with what they consider to be lesser species as a result.
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Ability Score Increase. Your Wisdom score increases by 2 Long-Limbed. When you make a melee attack on your turn,
and your Strength score by 1. your reach for it is 5 feet greater than normal.
Age. Although rmoahali reach physical maturity at about Personal Temperature. Your average personal temperature
the same age as humans, the rmoahali understanding of is 95 degrees Fahrenheit.
adulthood goes beyond physical growth to encompass worldly Rmoahali Psionics. You know the mage hand cantrip, and
experience. A rmoahali typically claims adulthood and an the hand is invisible when you cast the cantrip with this trait.
adult name around the age of 100 and can live to be 750 years When you reach 3rd level, you can cast the identify spell once
old. with this trait, and you regain the ability to do so when you
Alignment. Rmoahali are aloof and distracted at times, but finish a long rest. When you reach 5th level, you can cast the
approach things in a very logical way. This rigidity makes detect thoughts spell once with this trait, and you regain the
many of them lawful neutral. ability to do so when you finish a long rest. Wisdom is your
Darkvision. You have superior vision in dark and dim spellcasting ability for these spells. When you cast them with
conditions. You can see in dim light within 60 feet of you as this trait, they don't require components.
if it were bright light, and in darkness as if it were dim light. Size. Rmoahali are quite tall, some as tall as 8 feet in
You can't discern color in darkness, only shades of gray. height, and have slender builds. Your size is Medium.
Knowledge from a Past Life. You temporarily remember Speed. Your base walking speed is 35 feet.
sporadic glimpses of your ancestral line. When you make an Trance. Rmoahali do not sleep. Instead they meditate
ability check that uses a skill, you can roll a d6 and add the deeply, remaining semi-conscious, for 4 hours a day. The
number rolled to the check. You can use this feature a number Common word for this meditation is "trance." While
of times equal to your proficiency bonus, and you regain all meditating, you dream after a fashion; such dreams are
expended uses when you finish a long rest. actually mental exercises that have become reflexive after
Languages. You can speak, read, and write Atlantean. years of practice. After resting in this way, you gain the same
Limited Telepathy. You can telepathically speak to any benefit a human would from 8 hours of sleep.
creature within 30 feet. You do not have to share a language
to speak, however, they must be able to speak a language.
You can only communicate simple ideas.
P a g e | 39

Toltek
The toltek are descendants of the rmoahali (a fact that
neither likes to admit) but have since shrunken to their current
state. They are a reddish-brown but significantly shorter than The one challenge toltek cannot overcome is the weather. The
their counterparts. creeping polar icecaps threatens the relative tranquility of
Atlantis, and the whipping winds ground their vril ships.

On the other hand, while the rmoahali were only able to build
certain inventions with their own rigid thinking, tolteks are Male Names: Cichuacoh, Huitziltia, Ihuicatzin,
much more innovative. As a result, they are capable of Miahuacoh, Necuametl, Pazoh, Teyaxochitl, Tlazohzoh,
inventing fantastic new technologies that can conquer the Xihuitl, Yolotzin
Primal world. They live comfortably on the Atlantean Female Names: Huitzicamina, Ichtaca, Itztli, Mahuitla,
continent where their inventions serve them well. Tezohui, Tezotia, Totoyotli, Xochicamina, Zuma, Zupopoca

Tolteks and rmoahali are dependent on each other, with the


tolteks inventing machines and the rmoahali filling the roles
of soldiers. Tolteks have invented gas-bombs and even flying
ships, all made possible through their alchemical discovery of
something called "vril." Thanks to these invention, vril has
shielded the Atlantean continent from most invaders.
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Ability Score Increase. Your Intelligence score increases Tinker. You have proficiency with artisan tools (tinker's
by 2 and your Dexterity by 1. tools). Using those tools, you can spend 1 hour and 10 gp
Age. Tolteks mature at the same rate as humans, and most worth of materials to construct a Tiny vril device (AC 5, 1
are expected to settle into adult life around the age of 40. hp). The device ceases to function after 24 hours (unless you
They can live to 350 years on average, but it's not too spend 1 hour repairing it to keep the device functioning), or
uncommon for them to reach 500 years of age. when you use your action to dismantle it; at that time, you can
Alignment. Tolteks tend toward law and are sages, reclaim the materials used to create it. You can have up to
engineers, researchers, scholars, investigators, or inventors. three such devices active at a time. When you create a device,
Artificer's Lore. Whenever you make an Intelligence choose one of the following options:
(History) check related to magical, alchemical, or
• Clockwork Toy. This toy is a clockwork animal,
technological items, you can add twice your proficiency
monster, or person, such as a frog, mouse, bird,
bonus instead of any other proficiency bonus that may apply.
dinosaur, or warrior. When placed on the ground, the
Darkvision. Accustomed to life underground, you have toy moves 5 feet across the ground on each of your
superior vision in dark and dim conditions. You can see in turns in a random direction. It makes noises as
dim light within 60 feet of you as if it were bright light, and in appropriate to the creature it represents.
darkness as if it were dim light. You can't discern color in • Fire Starter. The device produces a miniature flame,
darkness, only shades of gray. which you can use to light a candle, torch, or campfire.
Languages. You can read, speak, and write Atlantean. Using the device requires your action.
Natural Armor. You have tough skin. When you aren't • Music Box. When opened, this music box plays a
wearing armor, your AC is 13 + your Dexterity modifier. You single song at a moderate volume. The box stops
can use your natural armor to determine your AC if the armor playing when it reaches the song's end or when it is
you wear would leave you with a lower AC. A shield's closed.
benefits apply as normal while you use your natural armor.
At your DM's discretion, you may make other objects with
Personal Temperature. Your average personal temperature
effects similar in power to these. The prestidigitation cantrip
is 98 degrees Fahrenheit.
is a good baseline for such effects.
Size. Tolteks are between 3 and 4 feet tall and weigh around
Toltek Cunning. You have advantage on all Intelligence,
40 pounds. Your size is Small.
Wisdom, and Charisma saves against magic.
Speed. Your base walking speed is 25 feet.
P a g e | 41

Tlavatli
The tlavatli are humans. Tlvatali tend to live in clans and
tribes, usually bound by family affiliation. These close bonds
promote cultural identity and enforce group identity in clan or Tlavatli use family names by incorporating them into their
tribal defense. full names, usually an additional vowel or letter.
Male Names: Bragzill, Esgoo, Nulcarc, Ozgool, Tizkarv
Female Names: Akmi, Dherbi, Chelyaih, Flari, Ghiga,
Jhaka, Mina, Necnan, Roge, Uvru, Zunzae
Tactics arise from mutual trust and dependency. Men of
varying ability can hunt together and bring down more
animals than a single man alone. This allows the clan or tribe
to eat better and thus made life easier for everybody. Ability Score Increase. Your Wisdom score increases by 2,
Coordination in combat becomes essential as growing clans and one other Ability Score of your choice increases by 1.
and tribes require more food. Age. Tlavatlis reach adulthood in their late teens but few
live past 50 due to their brutal environment.
Alignment. Tlavatlis tend toward no particular alignment.
The best and the worst are found among them.
Tlavatli tend to target individuals or small groups. They take Glacial Born. You have resistance to cold damage.
advantage of terrain to control the field of battle. They flank Human Ancestry. Tlavatli have the human subtype.
opponents, to take advantage of openings. They react to Languages. You can speak, read, and write Common.
protect their injured while still maintaining a pattern. They Personal Temperature. Your average personal temperature
understand the value of the individual, so they do not throw is 98 degrees Fahrenheit.
themselves away wantonly. Size. Tlavatlis vary widely in height and build, from barely
5 feet to well over 6 feet tall. Regardless of your position in
that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Nevertheless, mortality rate is high amongst tlavatli: men live Survivor. You have proficiency in the Survival skill.
to 40 at most and women rarely live beyond the age of 20. Wild Intuition. Whenever you make a Wisdom (Animal
Handling) or an Intelligence (Nature) check, you can roll a d4
and add the number rolled to the total ability check.
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Trog
Trogs, also called neanderthals by the rmoahali, are strong,
brutish species of cave-dwellers who are highly superstitious
and prone to violence when faced with an external threat. Ability Score Increase. Your Strength score increases by 2,
They are feared by many of the other species. and your Constitution score increases by 1.
Age. Trogs mature a little faster than humans, reaching
adulthood around age 14. They age noticeably faster and
rarely live longer than 75 years.
Physically, trogs have thick bones, with a beetling brow and Alignment. Trogs have a tendency toward chaos thanks to
powerful jaws. They are stronger than normal humans and the chaotic world they live in. They frequently lose their
somewhat primitive in comparison. Despite this, they're not temper, making them chaotic neutral.
very tall, at five and a half feet at most. Cold Resistant. Trogs are resistant to cold damage.
Human Ancestry. Trogs have the human subtype.
Languages. You can speak Neanderthal. Neanderthal is a
harsh, grating language with hard consonants. It has no script
As cave dwellers, trogs are quite good at determining an of its own.
underground structure's stability. This has served them well in Personal Temperature. Your average personal temperature
quickly finding a cave to retreat to in the winter months. is 110 degrees Fahrenheit.
Relentless Endurance. When you are reduced to 0 hit
points but not killed outright, you can drop to 1 hit point
instead. You can't use this feature again until you finish a long
With their ability to endure their cold and their stubborn rest.
resilience, trogs are known as fearsome warriors that few Savage Attacks. When you score a critical hit with a melee
willingly cross. Rather, other species come into conflict with weapon attack, you can roll one of the weapon's damage dice
them in battles over resources, usually food. Trogs are built to one additional time and add it to the extra damage of the
hunt large game and most often smaller predators and weaker critical hit.
humanoids will try to steal their kills. Size. Trogs only grow to five-and-a-half feet tall but are
bulkier than humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Stonecunning. Whenever you make an Intelligence
Trogs do not use family names, but rather identify them by
(History) check related to the origin of stonework, you are
their attributes. Being insular, this is rarely an issue, but can
considered proficient in the History skill and add double your
be confusing for non-trogs.
proficiency bonus to the check, instead of your normal
Male Names: Crilk, Dell, Frerc, Girc, Jud, Khag, Nulcarc,
proficiency bonus.
Virk
Trog Weapon Training. You have proficiency with the
Female Names: Ank, Bhul, Dhab, Danz, Flakk, Igg, Nin,
spear and handaxe.
Ose, Tez
P a g e | 43

In a Brutal Primal campaign, primal dwarves and halflings, tlavatli and trogs have access to four primary classes: barbarian,
fighter, rogue with the additional class of hunter (see below) replacing the ranger. In a Gritty Primal campaign, druids and the
ranger class can be included. In a Fantasy Primal campaigns, the list of classes available is expanded by culture: hyperboreans
have access to the cleric and paladin class; rmoahali can be cultists; tolteks can be artificers; all other classes are available under
unique circumstances as determined by the Dungeon Master.

Hunter
Level Proficiency Bonus Features
1st +2 Favored Prey, Natural Explorer
2nd +2 Fighting Style, Combat Superiority
3rd +2 Create Medicine Bag, Hunter Archetype
4th +2 Ability Score Improvement
5th +3 Ranger Conclave Feature
6th +3 Greater Favored prey
7th +3 Hunter Archetype Feature
8th +3 Ability Score Improvement, Fleet of Foot
9th +4 Natural Antivenom
10th +4 Camouflage
11th +4 Hunter Archetype Feature
12th +4 Ability Score Improvement
13th +5 Ambush Master
14th +5 Vanish
15th +5 Hunter Archetype Feature
16th +5 Ability Score Improvement
17th +6 Relentless
18th +6 Feral Senses
19th +6 Ability Score Improvement
20th +6 Prey slayer
44 | P a g e

o Your group can’t become lost except by magical


means.
As a hunter, you gain the following class features. o Even when you are engaged in another activity
while traveling (such as foraging, navigating, or
tracking), you remain alert to danger
o If you are traveling alone, you can move
• Hit Dice: 1d10 per hunter level stealthily at a normal pace.
• Hit Points at 1st Level: 10 + your Constitution o When you forage, you find twice as much food as
modifier you normally would.
• Hit Points at Higher Levels: 1d10 (or 6) + your o While tracking other creatures, you also learn
Constitution modifier per hunter level after 1st their exact number, their sizes, and how long ago
they passed through the area.

• Armor: Light armor, medium armor, shields


• Weapons: Simple weapons, martial weapons, pistols, At 2nd level, you adopt a particular style of fighting as your
rifles specialty. Choose one of the following options. You can’t
• Tools: Herbalism kit take a Fighting Style option more than once, even if you
• Saving Throws: Constitution, Dexterity later get to choose again.
• Skills: Choose three from Animal Handling, Athletics,
Insight, Investigation, Nature, Perception, Stealth, and
Survival
As a bonus action, you can enter a defensive stance that
lasts until the start of your next turn. While in your
defensive stance, you can make opportunity attacks without
You start with the following equipment in addition to the
using your reaction, and you can use your reaction to make
equipment granted by your background.
a melee attack against a creature that moves more than 5
• (a) scale mail or (b) leather armor feet while within your reach.
• (a) two machetes or (b) two simple melee weapons
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• (a) hunting rifle and 20 bullets or (b) a longbow and Your unarmed strikes can deal bludgeoning damage
20 arrows equal to 1d6 + your Strength modifier. If you strike with
two free hands, the d6 becomes a d8. When you
successfully start a grapple, you can deal 1d4 bludgeoning
Beginning at 1st level, you have significant experience damage to the grappled creature. Until the grapple ends,
studying, tracking, and hunting certain prey. Choose a type you can also deal this damage to the creature whenever you
of favored prey: aberrations, beasts, dragons, giants, hit it with a melee attack.
monstrosities, oozes, or plants. You gain a +2 bonus to
damage rolls with weapon attacks against creatures of the
chosen type. Additionally, you have advantage on Wisdom While you are wearing armor, you gain a +1 bonus to
(Survival) checks to track your favored prey, as well as on AC.
Intelligence checks to recall information about them. At 6th
level, your damage bonus increases to +4 and you have
advantage on saving throws against the spells and abilities When you are wielding a melee weapon in one hand and
used by a favored prey. no other weapons, you gain a +2 bonus to damage rolls
with that weapon.

You are a master of navigating the natural world, and you You gain a +2 bonus to attack rolls you make with
react with swift and decisive action when attacked. This ranged weapons.
grants you the following benefits:
• You ignore difficult terrain.
• You have advantage on initiative rolls. When making a ranged attack while you are within 5 feet
• On your first turn during combat, you have advantage of a hostile creature, you do not have disadvantage on the
on attack rolls against creatures that have not yet attack roll. Your ranged attacks ignore half cover and three-
acted. quarters cover against targets within 30 feet of you. You
• In addition, you are skilled at navigating the have a +1 bonus to attack rolls on ranged attacks.
wilderness. You gain the following benefits when
traveling for an hour or more.
o Difficult terrain doesn’t slow your group’s travel.
P a g e | 45

As long as you are not wearing heavy armor or using a When you hit a creature with a weapon attack, you can
shield, you have a swimming speed and a climbing speed expend one superiority die to maneuver one of your
equal to your normal speed, and you gain a +1 bonus to comrades into a more advantageous position. You add the
armor class. superiority die to the attack's damage roll, and you choose a
friendly creature who can see or hear you. That creature
can use its reaction to move up to half its speed without
You can draw a weapon that has the thrown property as provoking opportunity attacks from the target of your
part of the attack you make with the weapon. In addition, attack.
when you hit with a ranged attack using a thrown weapon,
you gain a +1 bonus to the damage roll.
When you hit a creature with a weapon attack, you can
expend one superiority die to attempt to knock the target
When you engage in two-weapon fighting, you can add down. You add the superiority die to the attack's damage
your ability modifier to the damage of the second attack. roll, and if the target is Large or smaller, it must make a
Strength saving throw. On a failed save, you knock the
target prone.

At 2nd level, you learn maneuvers that are fueled by


special dice called superiority dice. When you move, you can expend one superiority die,
Maneuvers. You learn two maneuvers of your choice, rolling the die and adding the number rolled to your AC
which are chosen from the list of maneuvers available until you stop moving.
listed below. Many maneuvers enhance an attack in some
way. You can use only one maneuver per attack. You learn
one additional maneuver of your choice at 5th, 9th, 13th, When you hit a creature with a weapon attack, you can
and 17th levels. Each time you learn a new maneuver, you expend one superiority die to attempt to frighten the target.
can also replace one maneuver you know with a different You add the superiority die to the attack's damage roll, and
one. the target must make a Wisdom saving throw. On a failed
Superiority Dice. You have four superiority dice, which save, it is frightened of you until the end of your next turn.
are d8s. A superiority die is expended when you use it. You
regain all of your expended superiority dice when you
finish a short or long rest. You gain another superiority die Immediately after you hit a creature with a melee weapon
at 9th level and one more at 17th level. attack on your turn, you can expend one superiority die and
Saving Throws. Some of your maneuvers require your use a bonus action to grapple the target. Add the superiority
target to make a saving throw to resist the maneuver’s die to your Strength (Athletics) check. The target is also
effects. The saving throw DC is calculated as follows: restrained while grappled in this way
Maneuver save DC = 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice)
As a bonus action, you can expend one superiority die
and make a ranged weapon attack. You can draw a thrown
When you make a Dexterity (Stealth) check or an weapon as part of making this attack. If you hit, add the
initiative roll, you can expend one superiority die and add superiority die to the attack’s damage roll.
the die to the roll.

When you make a melee weapon attack on your turn, you


When you’re within 5 feet of an ally on your turn, you can expend one superiority die to increase your reach for
can expend one superiority die and switch places with that that attack by 5 feet. If you hit, you add the superiority die
ally, provided you spend at least 5 feet of movement. This to the attack's damage roll.
movement doesn’t provoke opportunity attacks. Roll the
superiority die. Until the start of your next turn, the ally
gains a bonus to AC equal to the number rolled. When you make a Wisdom (Insight) check or an
Intelligence (Investigation) check, you can expend one
superiority die, and add the superiority die to the ability
check.
46 | P a g e

At 3rd level, you can create special medicine bags. You can Starting at 10th level, you can remain perfectly still for
spend 1 hour gathering materials to create a number of such long periods of time to set up ambushes. When you attempt
medicine bags equal to your Wisdom modifier (minimum to hide on your turn, you can opt to not move on that turn.
1). You can carry a number of medicine bags at one time If you avoid moving, creatures that attempt to detect you
equal to your Wisdom modifier (minimum 1). The take a −10 penalty to their Wisdom (Perception) checks
medicine bags you create cannot be applied by anyone but until the start of your next turn. You lose this benefit if you
you. After 24 hours, any medicine bag that you have not move or fall prone, either voluntarily or because of some
used lose their potency. If you spend 1 minute applying one external effect. You are still automatically detected if any
of your medicine bags to a wounded humanoid creature, effect or action causes you to no longer be hidden. If you
thereby expending its use, that creature regains 1d6 hit are still hidden on your next turn, you can continue to
points for every two hunter levels you have (rounded up). remain motionless and gain this benefit until you are
detected.

At 3rd level, you choose an archetype that you strive to


emulate: Beastmaster or Nomad, both detailed at the end of Starting at 13th level, you excel at leading ambushes and
the class description. Your choice grants you features at 3rd acting first in a fight. You have advantage on initiative
level and again at 7th, 11th, and 15th level. rolls. In addition, the first creature you hit during the first
round of a combat becomes easier for you and others to
strike; attack rolls against that target have advantage until
the start of your next turn.
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability score Starting at 14th level, you can use the Hide action as a
above 20 using this feature. bonus action on your turn. Also, you can’t be tracked by
nonmagical means, unless you choose to leave a trail.

Beginning at 5th level, you can attack twice, instead of


once, whenever you take the Attack action on your turn. Starting at 17th level, when you roll initiative and have no
superiority dice remaining, you regain 1 superiority die.

Starting at 8th level, moving through nonmagical difficult


terrain costs you no extra movement. You can also pass At 18th level, you gain preternatural senses that help you
through nonmagical plants without being slowed by them fight creatures you can’t see. When you attack a creature
and without taking damage from them if they have thorns, you can’t see, your inability to see it doesn’t impose
spines, or a similar hazard. In addition, you have advantage disadvantage on your attack rolls against it. You are also
on saving throws against plants that are magically created aware of the location of any invisible creature within 30
or manipulated to impede movement, such those created by feet of you, provided that the creature isn’t hidden from
the entangle spell. you and you aren’t blinded or deafened.

Starting at 9th level, you have advantage on saving throws At 20th level, you become an unparalleled hunter of your
against poison and have resistance to poison damage. prey. Once on each of your turns, you can add your
Additionally, you can use one of your medicine bags to Wisdom modifier to the attack roll or the damage roll of an
cure one poison effect on the creature you are applying it attack you make against one of your favored prey. You can
to, in addition to restoring hit points. choose to use this feature before or after the roll, but before
any effects of the roll are applied.
P a g e | 47

Hunter Specializations
Beastmasters bond with creatures of a certain type. For always, “The hunter who travels with me is a beloved
halflings, this may be canines. For dwarves, it is usually companion for whom I would gladly give my life.”
burrowing creatures. For rmoahali it can be any prehistoric
mammal, while lemurians train dinosaurs.
Beginning at 7th level, your mastery of creature lore allows
you to establish a powerful link to creatures and to the land
At 3rd level, you psychically bond with a creature. Choose around you. You have an innate ability to communicate with
a beast that is no larger than Medium and that has a challenge creatures with an Intelligence below 6, and they recognize
rating of 1/4 or lower (at 7th level, you can choose a Large you as a kindred spirit. Through sounds and gestures, you can
beast of CR 1 or lower, at 11th level you can choose a Huge communicate simple ideas to a creature as an action, and can
beast of CR 3 or lower). With 8 hours of work and the read its basic mood and intent. You learn its emotional state,
expenditure of 50 gp worth of rare herbs and fine food, you whether it is affected by magic of any sort, its short-term
call forth a creature to serve as your faithful companion. At needs (such as food or safety), and actions you can take (if
the end of the 8 hours, your creature companion appears and any) to persuade it to not attack. You cannot use this ability
gains all the benefits of your Companion’s Bond ability. You against a creature that you have attacked within the past 10
can have only one creature companion at a time. If your minutes. Additionally, you can attune your senses to
creature companion is ever slain, the magical bond you share determine if any of your favored prey lurk nearby. By
allows you to return it to life. With 8 hours of work and the spending 1 uninterrupted minute in concentration (as if you
expenditure of 25 gp worth of rare herbs and fine food, you were concentrating on a spell), you can sense whether any of
call forth your companion’s spirit and use your magic to your favored prey is present within 5 miles of you. This
create a new body for it. You can return a creature companion feature reveals which of your favored prey is present, their
to life in this manner even if you do not possess any part of its numbers, and the creatures’ general direction and distance (in
body. If you use this ability to return a former creature miles) from you. If there are multiple groups of your favored
companion to life while you have a current creature prey within range, you learn this information for each group.
companion, your current companion leaves you and is
replaced by the restored companion.
At 11th level, your companion can use its action to make a
melee attack against each creature of its choice within 5 feet
Your creature companion gains a variety of benefits while it of it, with a separate attack roll for each target.
is linked to you. The creature companion loses its Multiattack
action, if it has one. The companion obeys your commands as
best it can. It rolls for initiative like any other creature, but Starting at 15th level, when you are in an area of your
you determine its actions, decisions, attitudes, and so on. If favored terrain, you can call creatures from that terrain to
you are incapacitated or absent, your companion acts on its fight on your behalf, using your attunement to the natural
own. When using your Natural Explorer feature, you and your world to convince them to aid you. The DM chooses creatures
creature companion can both move stealthily at a normal appropriate to the terrain to come to your aid from among
pace. Your creature companion has abilities and game those that could hear you and that are within 1 mile of you, in
statistics determined in part by your level. Your companion one of the following groups:
uses your proficiency bonus rather than its own. In addition to
• One creatures of challenge rating 2 or lower
the areas where it normally uses its proficiency bonus, a
• Two creatures of challenge rating 1 or lower
creature companion also adds its proficiency bonus to its AC • Four creatures of challenge rating 1/2 or lower
and to its damage rolls. Your creature companion gains • Eight creatures of challenge rating 1/4 or lower
proficiency in two skills of your choice. It also becomes
proficient with all saving throws. For each level you gain after These creatures approach you from their current location,
3rd, your creature companion gains an additional hit die and and will fight alongside you, attacking any creatures that are
increases its hit points accordingly. Whenever you gain the hostile to you. They are friendly to you and your comrades,
Ability Score Improvement class feature, your companion’s and you roll initiative for the called creatures as a group,
abilities also improve. Your companion can increase one which takes its own turns. The DM has the creatures’
ability score of your choice by 2, or it can increase two ability statistics. After 1 hour, these creatures return to their previous
scores of your choice by 1. As normal, your companion can’t location. Once you use this feature, you cannot use it again in
increase an ability score above 20 using this feature unless its the same general area for 24 hours, since the same creatures
description specifies otherwise. Your companion shares your will not repeatedly heed your call.
alignment. Your companion shares your ideal, and its bond is
48 | P a g e

In the Primal Age, a few souls are brave (or foolish) enough
to avoid civilization completely, living off of their strength,
their constitution and their skills in the frozen wilderness. At 7th level, you gain resistance to cold damage, and you
From ice caves high in the mountains to huts perched on don’t suffer the effects of extreme cold.
dangerous ice shelves, the nomad knows the places where a
traveler may find warmth days or even weeks out from the
nearest town. Tracks in snow are as familiar to the nomad as Upon reaching 11th level, you become hardened to the
the well-trodden trail is to the merchant on his cart. arctic environment. Your speed increases by 5 feet, and
whenever you make a Strength, Dexterity, or Constitution
saving throw, you gain a bonus to the saving throw equal to
At 3rd level, you can move across and climb icy surfaces your Wisdom modifier (minimum of one).
without needing to make an ability check. Additionally,
difficult terrain composed of ice or snow doesn't cost you
extra movement. At 15 level, you gain immunity to cold damage and all
environmental effects of snow, sleet, or wind.

At 3rd level, whenever you are in contact with ice, you gain
tremorsense out to 30 feet with any other creature that touches
the same ice. This ability does not work if you or the creature
you are attempting to detect is no longer in touch with the ice.
P a g e | 49

Sorcerous Origins
In a world dominated by ice, it is undeniable that the force
of cold is a powerful one indeed. There is no one more
respected (or feared) than the cryomancer. Rmoahali are the At 6th level, you gain resistance to cold damage. In
most likely to become cryomancers, as the search for power addition, spells you cast ignore resistance to cold damage.
will inevitably lead one to the ice.

Starting at 14th level, when you are hit by a melee attack,


At 1st level, you gain the ability to freeze anything with a you can use your reaction to deal cold damage to the attacker.
touch. As an action, you can magically freeze an object you The damage equals your sorcerer level, and ignores resistance
touch with your hand. This ability extinguishes non-magical to cold damage.
flames and makes objects slippery, requiring a DC 10
Dexterity saving throw to hold onto it. If the saving throw
fails, the creature immediately drops the item. The ice melts At 18th level, you gain immunity to cold damage. In
away at the end of your turn. addition, any spell or effect you create ignores resistance to
cold damage and treats immunity to cold damage as resistance
to cold damage.
At 1st level, whenever you start casting a spell of 1st level
or higher that deals cold damage, ice erupts from you. This
eruption causes creatures of your choice that you can see
within 10 feet of you to take cold damage equal to half your
sorcerer level (minimum of 1).
50 | P a g e

Rogue Archetypes
Whether it is deep beneath the heavy mountains or within
huge blocks of ice, the tunnel runner is skilled at traversing
close passages. Often serving as scout or courier, the tunnel At 13th level, you are highly sensitive to vibrations in
runner is indispensable to anyone needing access to such tunnels. You have tremorsense in a 30-foot radius while you
places. Scouts often become tunnel runners, as both make use are in contact with a tunnel and can detect anything touching
of intimate knowledge of their chosen terrain. Rogues more the surface of that same tunnel (you cannot detect bats flying
often specialize in constructed tunnels, such as those carved in the tunnel, for example).
out by primal dwarves.

At 17th level, you are so in tune with tunnels that you can
When you take this archetype at 3rd level, you can enter a shore them up or collapse them at will. If a tunnel collapses
defensive stance that lasts until the start of your next turn as a on you and triggers a Dexterity save to avoid damage, you can
bonus action. While in your defensive stance, you can make expend a reaction to gain advantage on the saving throw.
opportunity attacks without using your reaction, and you can Alternately, you can expend a reaction to share your Evasion
use your reaction to make a melee attack against a creature ability with allies within five feet of you so that everyone who
that moves more than 5 feet while within your reach. makes their Dexterity saving throw takes no damage on a
successful save and half damage on a failed save.
Additionally, you can collapse tunnels behind you to deter
Also at 3rd level, you are adept at dealing with combat in pursuers. You can use a bonus action to cause up four five-
close quarters. While squeezing, you can move at your normal foot cubes connected in any direction to collapse within reach
speed and do not suffer from disadvantage on attack rolls and of your weapon, inflicting 8d6 bludgeoning damage, with
Dexterity saving throws, nor do attacks against you have creatures caught in the collapse able to make a Dexterity
advantage. saving throw (DC equal to 8 + your Proficiency Bonus + your
Dexterity modifier) for half damage. If you have a ranged
weapon, you can trigger this effect at a distance. After the
At 9th level, you gain a burrowing speed equal to half your collapse, the four squares are blocked by rubble and a five
walking speed, or equal to your walking speed with a shovel. foot square adjacent to the rubble is difficult terrain. You can
You can use your burrowing speed to move through sand, use this ability once per long rest.
loose earth, mud, or ice, not solid rock. You move at full
speed across difficult terrain when underground.
P a g e | 51

This chapter covers everything an adventurer might need,


build, or drive in the cold lands, including shelter,
transportation, and trade. It also details miscellaneous items A normal blanket increases a character's personal temperature
that might be useful in fending off the cold. by 10 degrees.

Trade A winter blanket increases a character's personal temperature


Many primal peoples have no concept of possessions. Few
items are truly permanent and few tribes can afford to cling to by 20 degrees.
such material things. Barter is the only currency that is
understood, outside of the Atlanteans of course.
Atlantean currency is created using orichalcum and comes
Adventurers might consider bringing their own firewood with
in the standard fantasy coinages, with the purest orichalcum
them. Bringing firewood means the characters do not have to
equivalent in value to platinum and the least pure equivalent
find combustible material in cold lands (see Temperature
to copper. The coins are different sizes to differentiate their
section in the Environmental Hazards chapter for more
purity.
details). Firewood includes dry standing wood, dry dead
Trade Goods Value branches, heart of fallen tree trunks, large branches, green
Chicken 1 cp wood that is finely split, dry grasses twisted into bunches,
Fish 1 sp peat dry enough to burn, dried animal dung, animal fats, and
Goat 1 gp coal.
Meat, 1 lb. 1 gp
Caribou Meat, 1 lb. 2 gp
Sheep 2 gp
Striking the steel and flint together creates sparks. By
Pig 3 gp
knocking sparks into tinder, a character can create a small
Seal Meat, 2 lb. 3 gp
flame. Lighting a torch with flint and steel is a full-round
Cow 10 gp
action, and lighting any other fire with them takes at least that
Ox 15 gp
long. Flint and steel provides advantage on Survival checks
Dog, Hunting 20 gp
Dog, Sled 25 gp
when starting a fire (see Temperature section in the
Environmental Hazards chapter for more details).

Miscellaneous
Commodity Cost Weight
Normally, digging snow is at the rate of 1 foot per round.
Bedroll 1 sp 5 lb.
With a shovel, this rate doubles to 2 feet per round.
Blanket 3 sp 1 lb.
Blanket, Winter 5 sp 3 lb.
Firewood 1 cp 20 lb.
Flint and Steel 1 gp 0.1 lb. Wearing this wooden visor allows a character to avoid the
Shovel 1 gp 5 lb. effects of snow blindness. Unfortunately, it also gives
Sun Visor 3 gp 1 lb.
disadvantage to Perception and Investigation checks due to
the limited field of vision.

A bedroll increases a character's personal temperature by 30


degrees.
52 | P a g e

Shelter Transportation
Shelters vary in size and appearance but they are all meant Item Cost Weight
to do one thing: keep the cold out and the heat in. Some Kayak 50 gp 100 lb.
shelters are better than others at retaining heat. Add the Skates 6 gp 2 lb.
temperature bonus to determine how much warmer the Skis 10 gp 10 lb.
dwelling is from the outside. This assumes that efforts are Vril Ship 36,000 gp -
actually made to keep warm within the shelter. War Canoe 2,400 gp -

Item Cost Temperature Bonus


Farmhouse 1,000 gp +50 F
Igloo 50 gp +30 F The kayak is about 15 feet long and has sharp vertical ends. It
Seder 50 gp +20 F has a handling hole in the bow with a flat-rimmed cockpit.
Tent 10 gp +10 F The kayak is a long, narrow boat that is propelled and steered
with a double-bladed paddle and designed without a keel. It is
constructed of driftwood or whalebone frame, covered with a
tightly stretched sealskin and waterproofed with animal fat. It
A typical farmhouse is 50 feet across and 100 feet long. It is ideal for hunting polar bears, whales, seals, and walrus. The
shelters up to 40 people, including the landholder's extended kayak is noted for its speed. The flat bottom frame is made of
family and his hirelings. fir pine spruce or willow.

A dome shape made of skillfully carved blocks of frozen Skates are made of a bone blade fastened to a leather shoe. A
snow. To build an igloo, the builder for an area of snow of the character with proficiency in skates can move at normal speed
same consistency, usually a layer that fell in a single storm without having to make an Acrobatics check on ice and treats
then hardened into ice. He then draws a circle from 9 to 15 ice as normal terrain.
feet wide (the average diameter is 12 feet) that serves as the
floor plan. Then he cuts large blocks of ice, 24 inches long, 20
inches wide, and 4 inches thick. These blocks are cut from the
center of the circle, then slowly spiral upward and lean Skis are broad and their bindings are loose with a single pose
slightly inward, so that each block is smaller than the one cut used for balance. To climb slopes, sealskins are tied to the
before it. When the top block is added, it creates a dome. bottom of the skis. Snow normally reduces movement by half.
Simultaneously, another builder covers the igloo's outer walls A character with proficiency in skis is not penalized for
with soft snow. Daylight is admitted by a translucent piece of movement in snow. However, the character has disadvantage
ice fitted above the entry tunnel. Igloos usually have a second, on Athletics checks.
smaller domed porch for storage and a covered passageway
that acts as an entrance. Sometimes, another dome is joined so
that another family can have a separate bedroom and living
room. A vril ship is boat-shaped, with a ramming nose, and decked
over to protect its passengers at any speed. It moves at 100
mph with a maximum ceiling of 1000 feet. It is made of
wood, but appears seamless and perfectly smooth. At night,
A seder is an isolated building created for shepherds who these ships shine in the dark with their own luminosity. It can
watch over herds during the summer. carry up to 100 passengers. Jets of vril-force propel this ship.
It drains 50 spell levels a day, divided amongst the casters on
the ship.

These canoes, made of red cedar, can be up to 60 feet long


with masts and sails. They are large enough to carry several
tons of freight. Tlingit especially like these canoes, which
bear their carved and painted crests at bow and stern.
P a g e | 53

Special Material
Orichalcum is a yellow bronze color, an alloy of copper and Item Market Price Modifier
zinc, resembling gold when new. Mined in the Atlantean Medium armor +1,000 gp
mountains, it can be refined as easily as copper, and then Heavy armor +2,000 gp
worked much like bronze or iron. Orichalcum has a damage Shield +500 gp
threshold of 7 and 12 hit points per inch of thickness. Other items +250 gp/lb.
Orichalcum retains magic more readily. When a spell is cast
on an orichalcum item, it acts as if the object cast the spell
and maintained concentration, freeing the caster to use their
concentration on other spells. The object can only maintain
concentration on the enchantment cast on it and switches its
concentration to the most recent spell that affects it.

Armor
Armor
Armor Cost Weight
Class
Light Armor
Skin 5 gp 11 + Dex modifier 9 lbs
Fur and Skin 10 gp 12 + Dex modifier 11 lbs
Shields
Shield, Small Bark 1 gp +1 4 lbs
Shield, Medium Bark 2 gp +2 8 lbs
Shield, Large Bark 3 gp +3 12 lbs
Shield, Small Hide 2 gp +1 3 lbs
Shield, Medium Hide 3 gp +2 6 lbs
Shield, Large Hide 4 gp +3 9 lbs

Skin armor is made from cured (but not tanned) animal skins, Primitive shields are usually made of bark or hide stretched
and usually only covers the torso and upper leg region of the taught over a wooden frame. Strikes can be deflected with
body. Flimsy, prone to molding and getting stiff, it is still these, and charges can be diverted. Some peoples decorate
better nothing at all. their shields with fearsome images, to frighten predators or
other tribes. Shields are either held or strapped on with hide
thongs. No items can be carried in the shield hand because of
this.
This kind of armor is similar to skin armor, but it consists of
layers of skins, some of which still possess the animal hair.
Popular with the barbarian set, furs and hides are very useful
in cold climates. Unfortunately, their protection comes at the
expense of maneuverability.
54 | P a g e

Weapons
Weapons are simple in an Ice Age setting, typically those things closest at hand, things that could be found wherever a person
was. The best stones are those useable with a single hand and preferably round ones, which fly best. The straighter and more
flexible a stick, the more useful it is for throwing or striking. Sticks with too many bends are more likely to break or catch on
things.

Weapon Cost Damage Type Weight Special


Simple Melee Weapons
Adze, Stone 4 gp 1d6 Piercing 5 lb.
Axe, Stone 4 gp 1d6 Slashing 5 lb.
Club, Bone 4 gp 1d6 Bludgeoning 3 lb. Special
Icicle - 1d4 + 1 Piercing/Cold 1 lb. Finesse, Light, Special
Knife, Rock 1 gp 1d4 Slashing 2 lb. Finesse, Light
Mace, Stone 5 gp 1d8 Bludgeoning 6 lb.
Spike, Bone 1 gp 1d4 Piercing 2 lb. Light, Special
Stick, Long 2 gp 1d6 Piercing 5 lb. Reach, Ranged (10/30), Thrown, Two-Handed
Tusk, Long 2 gp 1d6 Piercing 2 lb. Heavy, Special, Two-Handed
Stick, Short 3 gp 1d6 Bludgeoning 3 lb. Finesse, Light
Tusk, Short 2 gp 1d4 Piercing 2 lb. Light, Special
Spear, Hardened 5 gp 1d6 Piercing 7 lb. Ranged (20/60), Thrown, Versatile (1d8)
Spear, Wooden 4 gp 1d4 Piercing 7 lb. Ranged (20/60), Thrown, Versatile (1d6)
Spear, Stone Head 6 gp 1d8 Piercing 8 lb. Ranged (20/60), Thrown, Versatile (1d10)
Simple Ranged Weapons
Bow, Hunting 30 gp 1d6 As arrow 2 lb. Ammunition, Range (60/240), Two-Handed
Bludgeoning/
Iceball - 1+1 0.1 lb. Finesse, Ranged (10/30), Thrown
Cold
Javelin, Hardened 2 gp 1d8 Piercing 2 lb. Ranged (30/120), Thrown
Javelin, Wooden 1 gp 1d6 Piercing 2 lb. Ranged (30/120), Thrown
Rock, Small Throwing 1 gp 1d4 Bludgeoning 1 lb. Finesse, Ranged (10/30), Thrown
Rock, Medium Throwing 2 gp 1d6 Bludgeoning 2 lb. Ranged (10/30), Thrown
Rock, Large Throwing 3 gp 1d8 Bludgeoning 3 lb. Ranged (10/30), Thrown
Snowball - 1 Cold 0.1 lb. Finesse, Ranged (10/30), Thrown
Ranged Martial Weapons
Arrow, Blunt 4 gp -- Bludgeoning 0.4 lb.
Arrow, Bone 3 gp -- Piercing 0.2 lb. Special
Arrow, Stone 2 gp -- Piercing 0.3 lb.
Arrow, Wooden 1 gp -- Piercing 0.2 lb.
Bow, Medium 40 gp 1d8 As arrow 3 lb. Ammunition, Range (70/280), Two-Handed
Dwarf-Shot 1 gp 1d4 Slashing 0.1 lb. Finesse, Range (20/60), Thrown
Net, Grass 10 gp - - 8 lb. Range (5/15), Special, Thrown

rounded spikes. Fletching an arrow with feathers at the end


improves stability in flight and helps an arrow fly true.
The adze is a variation on the axe, with the wedge blade Arrows are very likely to break, unless they are carefully
horizontal, rather than vertical. It is useful for breaking earth, removed, and normal maintenance is practiced. Even then,
but was equally powerful at cutting flesh. The stone adze is a powerful blows or lucky strikes may break them. Although
farming and lumbering tool adapted to war. It possesses a different heads are used in each, it is the wood of the arrow
blade at a right angle to the handle, with a horizontal, wedge that is most vulnerable. The wooden arrow does not have the
shaped blade. Often those adapted to war have a ‘knee bend’ a damaging power of the stone or bone headed arrow, and has
curve in the handle that allowed more impact in a strike. disadvantage on attack rolls vs. AC greater than 13. The blunt
arrow is purposely made with a bar or flat stone or bone head.
It is used for stunning creatures or doing damage without
damaging the hide as much. Bone arrows shatter on a roll of a
Arrows themselves vary from small, sharpened sticks to sticks natural 1 to attack.
with various heads attached. Some stone is more brittle than
others, and when struck, the flakes can be used to create
arrowheads. Bone is a viable alternative, from long slivers to
P a g e | 55

Primitive axes are made by lashing wedge-like vertical blades This javelin is a wooden weapon with a carved point on either
or round, pointed stones to forked sticks, usually with strips of end. Usually thrown before a charge, javelins may be carried
wood bark or animal hide. Sticks have superior reach, while in a long quiver. It can be used in disadvantage in melee,
stones maximize impact and damage. Thus the stone axe is since it was not designed for such.
superior to either the wooden or bone club for the kind of
physical trauma it can inflict. The stone axe is a one handed
weapon. At construction or purchase it must be decided as to
whether the axe is a slashing weapon with a wide, vertical Wood, when held over a fire (but not in it) eventually begins
head, or a piercing weapon with a conical, round impaling to blacken. Ice Ages peoples discovered that this slightly
point. This is not an aerodynamic weapon, and is not made for scorched wood is harder than normal and holds a point longer.
throwing.

Another variation on the axe is the stone mace. Equipped with


The hunting bow is a supple stick, capable of bending, but a stone head and affixed to a stout length of wood, the stone
strong enough to retain its shape. The string is either made mace is more damaging than the plain club. One of the
from the tendons of a strong animal, or braided plant material advantages of the stone mace over a bladed weapon is its
(often strips of bark). The tension between string and stick tendency to leave the hide intact. Intact hides required less
can be used to fling arrows over long distances. mending, and are excellent for clothing or dwelling coverings.
Although essentially just another club, the stone mace has a
harder head and does not wear down as quickly as a club
would.
The medium bow is about a foot longer than the hunting bow,
and is used for warfare more than for capturing food.

Made from plant fiber (grasses, primarily), and woven with


patience, these nets are intended to entrap prey. Nets are
Bones of larger prey are particularly effective as blunt usually thrown as a precursor to closing in on a beast with
weapons, or for making impaling weapons from. Tusks and either spear or club ready to take advantage of an entrapped
teeth can be used to create stabbing or edged weapons. When creature. The grass net is made of woven grasses, usually,
wood is at a premium, bone may be a desirable substitute. with stones tied along the edges to weight it down and make it
Slightly more brittle, but conversely more flexible, bone also more likely to hold its victim. In order to throw it optimally, it
lasts longer than wood. A bone club shatters on a natural 1 must be gathered together carefully, and launched as a ranged
with a melee attack. touch attack against the target. A Large or smaller creature hit
by a net is restrained until it is freed. A net has no effect on
creatures that are formless, or creatures that are Huge or
larger. A creature can use its action to make a DC 10 Strength
Primal dwarves are experts at "spanging" dwarf-shot (small check, freeing itself or another creature within its reach on a
arrowheads made of flint that are usually poisoned) with their success. Dealing 5 slashing damage to the net (AC 10) also
thumbs. frees the creature without harming it, ending the effect and
destroying the net. When you use an action, bonus action, or
reaction to attack with a net, you can make only one attack
regardless of the number of attacks you can normally make.
Icicles can be used as weapons. An icicle is a simple melee,
finesse, light weapon that inflicts 1d4 piercing plus 1 cold
damage. If a character rolls a natural 1 with an icicle attack,
the icicle shatters. Throwing rocks are generally considered diminutive in size. If
a given stone is larger, the weight is obviously more, and it
will do more damage.

This javelin is a wooden weapon with a carved point on either


end. Usually thrown before a charge, javelins may be carried
in a long quiver. This version has been hardened by fire and is
more durable. It will take more abuse before needing to be
replaced. It can be used with disadvantage in melee, since it
was not designed for such.
56 | P a g e

Making a snowball is easy. Characters can wad up snow in a Bone can be shaped to form a point. The thrusting damage
ball if it's available and hurl it at opponents. It takes one may not cause as extensive wounding as a club might, but it
bonus action to make a snowball. Snowballs inflicts 1 point of has a much better chance of striking something vital. A bone
cold damage. Iceballs can be made by melt the snowball so it spike shatters on a natural 1 with a melee attack.
hardens—either by smoothing it with one's hands or by
leaving it out in the cold. Sculpting an iceball so it becomes
solid takes one action. Iceballs inflict 1 point of bludgeoning
damage and 1 point of cold damage. The proto spear/staff, a long stick is simply that, long and
wooden. Although it can be thrown, it is not inherently
aerodynamic.

This spear is a weapon, from 4-5 feet in length, with a


sharpened head. It tends to be slightly thicker than the javelin,
and does not fly as far. This is a fire-hardened version of the The short stick was the first club. Usually stouter than a long
spear, and is more durable as a result. stick, it doesn’t encumber the off hand.

This spear is a weapon, from 4-5 feet in length, with a Sometimes bone need not be carved to form a point. Tusks
sharpened head. This spear has a stone head, which makes it make for a natural goring weapon, both for animals and for
more penetrating and durable, although more difficult to people. A tusk shatters on a natural 1 with a melee attack.
construct. Indeed, the main benefit of stone headed spears is
how long it holds a point. It tends to be slightly thicker than
the javelin, and does not fly as far. This is a stone headed
version of the spear, and is more durable as a result. Shorter tusks may be carried like the bone spike, but do not
require any modification. A tusk shatters on a natural 1 with a
melee attack.

This spear is a weapon, from 4-5 feet in length, with a


sharpened head. It tends to be slightly thicker than the javelin,
and does not fly as far. This weapon is the premiere weapon
of its age.

Magic Items
This weapon is enchanted to draw upon the wielder's spell reserve. Only weapons with metal blades can be enchanted in such as
fashion. At will, the wielder can discharge a blue bolt of force from the blade. The bolt inflicts 1d6 points of force damage and
leaps 1 foot for each spell slot level spent by the wielder. Thus, a 5th level spell slot inflicts an additional 5d6 points of force
damage and with an additional reach of five feet.
P a g e | 57

This chapter details how various skills are changed by physical and cultural differences in the cold lands. A variety of new
feats are also listed for cold-weather natives.

Skills
Stinging Flame: This substance is used to coat a blade or
other melee weapon. Once applied, the substance will ignite if
Most primal peoples have no knowledge of disguise in the exposed to water (including ice or blood). The fire burns for
traditional sense. They do know how to camouflage their 1d4 rounds, adding 1d6 fire damage to all attacks. Wooden
scent however. A successful Deception check can work as an weapons may be consumed if Stinging Flame is applied to
opposed roll against a creature using the Keen Smell ability or them. Preparation DC: 20 (Cost 75 gp)
alternately, a creature using the Perception skill to track them.

Searching for something in snow and ice is difficult.


Even metal does not fare well in a cold environment. Everything blends together and distances become lost when
Enterprising thieves can pour water over a lock and then all the hills and snowdrifts look the same. Characters who are
attempt to smash it after it freezes. The character must make a unaccustomed to frozen lands (hyperboreans, lemurians,
successful DC check as if attempting to pick it. If successful, rmoahali, and toltek) suffer disadvantage to all Investigation
the lock's damage threshold is reduced by the success of the checks. If the character is searching for something in the
skill check. There aren’t any locks to speak of amongst Primal snow, the DC is 10 for light snow, 15 for heavy snow, and 20
peoples, so this skill is mostly used in Atlantean lands. for snow drifts.

Hiding in the arctic lands can be challenging if not properly Atlantean compasses are unreliable near the poles. The
attired. Characters who fail to wear white clothing when out constellations are better direction finders and nights light
on sheets of ice or against snowbanks have disadvantage on enough to travel by (DC 15). When traveling on sea ice,
checks during the day. traveling by landmarks alone is dangerous (bestowing
Fresh snow crunches softly underfoot, making it difficult to disadvantage); ice floes shift and move. Bird observations can
step on without making a sound. Frozen snow crunches quite also aid navigation (DC 20). Migrating wildfowl fly to land in
loudly, making it even more challenging. When the the thaw. Most sea birds fly out to sea during the day and
temperature is below 14 degrees Fahrenheit it tends to crunch, return at night. Sky reflections can also help to determine
bestowing disadvantage on Stealth checks. distant terrain (DC 15). Clouds over open water, snow free
ground or timber appear black from below. Clouds over sea
ice and snowfields appear white. New ice produces grayish
reflections, while mottled reflections are indicative of drifted
Arcana is necessary to create the most basic of components. snow or pack ice.
To even start a fire requires a successful Arcana check (DC
15), which is considered to be a nearly magical power in
Primal campaigns. This skill may be used to produce any
number of useful substances (costs given for substances may Beasts know better than their keepers to plunge headlong into
apply in other settings): the frozen wastes. If a beast will suffer cold damage by
Bloodfire: This bitter red liquid, when ingested gives the entering an arctic terrain it will balk. A successful Animal
character advantage on all saves against cold effects. Handling check (DC 15) is necessary to make the beast
Preparation DC: 15 (Cost: 50 gp) continue its advance. It must be checked once every hour.
Icy Repose: A character that has ingested this substance Failure means the beast immediately retreats to the warmest
ignores any damage from cold weather, but only after they location or stops moving completely, depending on its nature.
have suffered more cold damage than their Constitution score.
The character appears to be in a deep sleep, but is cold to the
touch. If the character is removed from the effects of cold, he
makes a Constitution save (DC 15) every day to awaken.
Preparation DC: 20 (Cost: 100 gp)
58 | P a g e

When slaying a beast or plant, the hunter must make a


Religion check with a DC equal to the creature's challenge
With the Medicine skill, a character can bring another back up rating, but only if the challenge rating is higher than the
from the brink of death from hypothermia. Warming the character's skill rank (otherwise, so long as the hunter takes
character back up requires a successful Heal check (DC 15) or the one round to do so, success is automatic). Failure indicates
magical healing. Failure means the character is warmed up the hunter has disrespected nature in some way.
too quickly and must make a Constitution save (DC 20) or die Failing this check means the offending hunter has
on the spot. displeased an animal master. Thereafter, the hunter has
disadvantage on all Survival checks for a number of days
equal to the creature's challenge rating. Animal masters make
life difficult for the hunter and those he consorts with—
Sound travels faster in warm air because the air is less dense. animals know of his approach, the weather works against him,
As a result, sound waves are bent when they travel from cold and life becomes a living hell in the wilderness. The effect
air into warm air. Because warm air caps the cold air nearest can be ended by making a DC 15 Religion check and the
the ground, sound wave travel further. In cold air (below 32 appropriate sacrifice of food to living creatures of the same
degrees) Perception checks that rely on sound have advantage type.
for the listener in cold climes.
Likewise, spotting someone or something at a distance is
also a challenge in cold lands. Characters who are
unaccustomed to frozen lands (hyperboreans, lemurians, This skill has application in determining the food value of a
rmoahali, tolteks) suffer disadvantage to all Perception checks creature. By making an Appraise check (DC 10 + animal's
involving sight under these conditions. Someone hiding under CR) the character can determine the food value, amount of
snow gets the advantage of cover. meat, and ease of prey a particular target is. In a barter
economy, items do not have a fixed price. A successful
Survival check will only get you a rough idea of what you
could reasonably expect in trade for the item.
Certain tribes believe that respect and spiritual belief is Primal peoples also use this skill to rig traps, such as
inseparable from the natural world. Respect for animal rockfalls. They cannot use it to disable or jam anything. The
masters is particularly important in that traditional Inuit DC to avoid or detect the trap is equal to the Survival check,
believe that both their spiritual and material well-being are with damage equal to half the check and damage equal to the
dependent upon maintaining good relations with these beings. appropriate type (usually bludgeoning or piercing).
It is the animal masters who are responsible for giving game Creating rope is a challenge in cold lands. Cordage
to the hunter and his family; the animals they control cannot materials are generally less available than in other places.
be hunted without their consent. In return, the hunter must Most barks are locked tight into trunks of dormant trees and
show respect to the animal masters to keep in their good the majority of plants are brittle. Withes, which are young
graces. shooting stems of trees, can be used as cordage. Unless the
These rules of respect include placing the bones of the ground is frozen, cordage can also be gathered from nearby
animals killed on outdoor scaffolds, in trees, or lakes and evergreen trees (DC 15). A successful check creates 10 feet of
streams, making sure that the dogs do not eat the bones, rope. If a rope becomes wet, due to ice or snow, it expands.
placing animal fat and leftovers in the fire, consuming the fat Untying a waterlogged rope requires a standard Survival
from the caribou long bones, and wearing decorated clothing check (DC 10) at disadvantage.
while hunting.
The respect shown to nature is very basic and very
important. No hunter should waste meat or skin. Creatures
should not be left in traps for too long and no part of any
animal hunted should go to waste. The bones are particularly
important, as it is believed the bones help regenerate new
animals.
P a g e | 59

The ever-present cold is more than just an annoying mundane hindrance—it can also have a significant impact on spellcasting.
This chapter examines how the cold affects schools of magic. It also details how specific spells are modified in cold lands.
Finally, it ends with a list of new spells for primal casters.

Pantheon
The primal peoples do not have a unified religion as they
worship nature more as a force through their adepts. Greek
deities are worshipped among the Atlanteans, with Alignment: Neutral
Poseidon most prominent (See 5E RPG: Ancient Rank: Lesser Deity
Adventures). In Hyperborea, Lovecraftian cults are Domain: Light
everywhere (see 5E Foes: Lovecraftian Horrors). Weapon: Bow
Helio represents the male aspect of sun worship. His
sacred stone is the white diamond and a winged disk
represents him.
Alignment: Chaotic Neutral
Rank: Lesser Deity
Domain: Arcana
Weapon: Longsword Alignment: Neutral
Akhantuih is a strange being. He represents the vril Rank: Lesser Deity
energy fields between crystals that the Atlanteans depend Domain: Light
on for their culture and civilization. Their keeper is as Weapon: Bow
unpredictable as the energies over which he holds sway. Heliona represents the female aspect of sun worship. Her
sacred stone is the blue diamond and a serpent represents
him.

Alignment: Chaotic Evil


Rank: Intermediate Deity
Domain: Death Alignment: Chaotic Neutral
Weapon: Dagger Rank: Lesser Deity
Also known as the "Lord of the Dark Face," this deity Domain: Trickery
has idols to him that are avoided rather than worshipped. Weapon: Dagger
Belial's sinister influence is prophesized to one day bring The divine consort of Ta-Khu, Khe-Ta is a feline deity
down Atlantis. At present, he is a dormant entity, although who represents the beautiful arts, including music, dance,
his cultists await his return. and poetry.

Alignment: Neutral Good Alignment: Chaotic Neutral


Rank: Lesser Deity Rank: Lesser Deity
Domain: Nature Domain: Order
Weapon: Quarterstaff Weapon: Mace
Danuih is an earth goddess. She is the patroness of Another feline deity, Khiet-Sin is the arbiter of all. She is
children and provider of both physical and spiritual both divine protector and mistress of cosmic justice.
nourishment.

Alignment: Lawful Neutral


Rank: Lesser Deity
Domain: Knowledge
Weapon: Quarterstaff
Philaeia is the goddess of science, architecture, wisdom
and philosophy.
60 | P a g e

Alignment: Lawful Neutral In a cold environment where the temperature is below 32


Rank: Lesser Deity degrees Fahrenheit, evocation fire spells are reduced in
Domain: Life effectiveness by 1 point per die of damage. Conversely,
Weapon: Longsword thunder spells are increased in effectiveness by 1 point per
The lord of time and space, Ta-Khu is the master of die of damage. Creatures struck by water spells quickly
thought and dimensions. His symbol is a caduceus. freeze and are considered to be in water when calculating

Modified Spells
personal temperature.

Glamours and figments are more effective in the arctic due


Spells that protect against cold damage also protect against to the peculiar nature of the cold weather conditions.
personal temperature changes. Cold resistance allows the Victims have disadvantage to saving throws to all visual
recipient ignores up to 50 degrees of temperature change. illusions outside when the temperature is below 32 degrees
Fahrenheit.

Creatures that are not native to cold lands will have


difficulty coping. Intelligent beings can make their own Necromancy spells that inflict necrotic damage lower the
decisions, but beasts that are not native to polar regions that victim's personal temperature by ten degrees for every 1d6
are summoned into temperatures below 32 degrees points of damage inflicted.
Fahrenheit suffer disadvantage on all rolls.

Any transmutation that creates a liquid object will quickly


freeze into ice. Ice has a hardness AC of 13 and 3 hit points
per inch of thickness. See the Ice section in the
Environmental Hazards chapter for more information.
P a g e | 61

Spells by Level
Level Spell Level Spell
1st Create or Remove Snow Cantrip Magic Snowball
1st Frostbite 1st Create or Remove Snow
1st Hypothermia 1st Freezing Hands
1st Ice Spikes 1st Snow Blindness
1st Snow Blindness 2nd Ice
1st Throat-Song 2nd Ice Ray
2nd Cave Painting 2nd Repel Ice or Snow
2nd Consume Life 2nd Snowstorm
2nd Freezing Blade 3rd Control Snow
2nd Freeze Metal 4th Animate Ice
2nd Hibernate 4th Animate Snow
2nd Ice Walk 4th Faerie Ice
2nd Igloo 4th Freezing Sphere
2nd Meld into Ice 5th Flesh to Ice
2nd Snowstorm 5th Iceballs
2nd Unquenchable Flame 5th Move Snow
3rd Control Snow 6th Crevasse
3rd Ice Shape 7th Avalanche
4th Animate Ice 7th Wall of Permafrost
4th Animate Snow
4th Eye of The Ice
4th Faerie Ice
4th Freezing Sphere Level Spell
4th Ice Tunnel 2nd Consume Life
4th Restore Normothermia
4th Sundogs
5th Flesh to Ice
5th Move Snow Level Spell
6th Crevasse Cantrip Magic Snowball
7th Avalanche 1st Create or Remove Snow
7th Wall of Permafrost 1st Freezing Hands
1st Snow Blindness
2nd Ice
2nd Ice Ray
Level Spell 2nd Repel Ice or Snow
1st Ice Spikes 2nd Snowstorm
1st Throat-Song 3rd Control Snow
2nd Cave Painting 4th Animate Ice
2nd Consume Life 4th Animate Snow
2nd Freezing Blade 4th Faerie Ice
2nd Ice Walk 4th Freezing Sphere
2nd Igloo 5th Flesh to Ice
2nd Unquenchable Flame 5th Iceballs
4th Sundogs 5th Move Snow
4th Eyes of the Ice 6th Crevasse
7th Avalanche
7th Wall of Permafrost
62 | P a g e

New Spells
attack with an attack bonus and piercing damage determined
by its size.
You imbue inanimate ice with mobility and a semblance of
life.

You imbue inanimate snow with mobility and a semblance of


4th level transmutation life.

Casting Time: 1 action


Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute 4th level transmutation
Classes: Druid, Sorcerer, Wizard
Casting Time: 1 action
Choose up to ten nonmagical pieces of ice within range that Range: 120 feet
are not being worn or carried. Medium chunks of ice count as Components: V, S
two objects, Large chunks of ice count as four objects, Huge Duration: Concentration, up to 1 minute
chunks of ice count as eight objects. You can’t animate any Classes: Sorcerer, Wizard
object larger than Huge. Each chunk of ice animates and
becomes a creature under your control until the spell ends or Snow comes to life at your command. Choose up to ten
until reduced to 0 hit points. As a bonus action, you can nonmagical heaps of snow within range that are not being
mentally command any creature you made with this spell if worn or carried. Medium heaps count as two objects, Large
the creature is within 500 feet of you (if you control multiple heaps count as four objects, Huge heaps count as eight
creatures, you can command any or all of them at the same objects. You can’t animate any heap larger than Huge. Each
time, issuing the same command to each one). You decide heap of snow animates and becomes a creature under your
what action the creature will take and where it will move control until the spell ends or until reduced to 0 hit points. As
during its next turn, or you can issue a general command, a bonus action, you can mentally command any creature you
such as to guard a particular chamber or corridor. If you issue made with this spell if the creature is within 500 feet of you
no commands, the creature only defends itself against hostile (if you control multiple creatures, you can command any or
creatures. Once given an order, the creature continues to all of them at the same time, issuing the same command to
follow it until its task is complete. each one). You decide what action the creature will take and
where it will move during its next turn, or you can issue a
Size HP AC Attack Str Dex general command, such as to guard a particular chamber or
corridor. If you issue no commands, the creature only
Tiny 20 17 +8 to hit, 1d4 + 4 4 18
defends itself against hostile creatures. Once given an order,
damage
the creature continues to follow it until its task is complete.
Small 25 15 +6 to hit, 1d8 + 2 6 14
damage
Size HP AC Attack Str Dex
Medium 40 12 +5 to hit, 2d6 + 1 10 12
Tiny 20 16 +8 to hit, 1d4 + 4 4 18
damage
damage
Large 50 10 +6 to hit, 2d10 + 2 14 10
Small 25 14 +6 to hit, 1d8 + 2 6 14
damage
damage
Huge 80 10 +8 to hit, 2d12 + 4 18 6
Medium 40 11 +5 to hit, 2d6 + 1 10 12
damage
damage
Large 50 9 +6 to hit, 2d10 + 2 14 10
An animated object is a construct with AC, hit points, attacks,
damage
Strength, and Dexterity determined by its size. Its
Constitution is 10 and its Intelligence and Wisdom are 3, and Huge 80 9 +8 to hit, 2d12 + 4 18 6
its Charisma is 1. It is immune to cold damage and vulnerable damage
to bludgeoning, fire, and thunder damage. Its speed is 30
feet. It has blindsight with a radius of 30 feet and is blind An animated object is a construct with AC, hit points, attacks,
beyond that distance. When the animated object drops to 0 Strength, and Dexterity determined by its size. Its
hit points, it reverts to its original object form, and any Constitution is 10 and its Intelligence and Wisdom are 3, and
remaining damage carries over to its original object form. If its Charisma is 1. It is immune to cold and piercing damage
you command an object to attack, it can make a single melee and vulnerable to fire damage. Its speed is 30 feet. It has
attack against a creature within 5 feet of it. It makes a slam blindsight with a radius of 30 feet and is blind beyond that
distance. When the animated object drops to 0 hit points, it
P a g e | 63

reverts to its original object form, and any remaining damage


carries over to its original object form. If you command an
object to attack, it can make a single melee attack against a You paint a creature on a cave to increase your chances of
creature within 5 feet of it. It makes a slam attack with an successfully hunting it in the future.
attack bonus and cold damage determined by its size.

2nd level divination (ritual)

When the character casts avalanche, an intense but highly Casting Time: 1 action
localized tremor rips the ground. It shivers snow, ice, and Range: Self
rock off any protruding natural terrain. Components: V, S, M (cave painting of beast)
Duration: 8 hours
Classes: Druid, Ranger

You choose a beast and mystically mark it as your quarry by


7th level evocation drawing a picture of it being hunted on a cave wall. Until the
spell ends, you deal an extra 1d6 damage to that type of
Casting Time: 1 action beast whenever you hit it with a weapon attack, and you
Range: Sight have advantage on any Wisdom (Perception) or Wisdom
Components: V, S (Survival) check you make to find it.
Duration: Concentration, up to 3 rounds
Classes: Druid, Sorcerer, Wizard

You cause an immediate landslide on an inclined surface,


erupting ice and rock at the top of the incline which rolls
downhill in a wall. You can make the wall up to 300 feet long, You draw forth the ebbing life force of a recently killed
15 feet high, and 50 feet thick. The wall lasts for the duration. creature and uses it to fuel your own power.
When the wall appears, each creature within its area must
make a Strength saving throw. On a failed save, a creature
takes 8d6 bludgeoning damage, or half as much damage on a
successful save. At the start of each of your turns after the 2nd level necromancy (ritual)
wall appears, the wall, along with any creatures in it, moves
50 feet downhill. Any Huge or smaller creature inside the wall Casting Time: 1 action
or whose space the wall enters when it moves must succeed Range: Self
on a Strength saving throw or take 8d6 bludgeoning damage. Components: V, S, M (corpse not dead more than 24 hours)
A creature can take this damage only once per round. At the Duration: 1 hour
end of the turn, the wall's height is reduced by 5 feet, and the Classes: Druid, Ranger, Warlock
damage creatures take from the spell on subsequent rounds
is reduced by 1d6. When the wall reaches 0 feet in height, the You gain 3d6 temporary hit points for the duration.
spell ends. A creature caught in the wall can attempt to crawl
out. Because of the force of the wave, though, the creature At Higher Levels. When you cast this spell using a spell slot of
must make a successful Strength (Athletics) check against 3rd level or higher, you gain 5 additional temporary hit points
your spell save DC in order to move at all. If it fails the check, for each slot above 2nd.
it can't move. A creature that moves out of the area falls
prone to the ground.
64 | P a g e

You manipulate the levels of snow before you. This spell generates clean, unpolluted snow or can be used to
remove it quickly.

3rd level transmutation


1st level conjuration
Casting Time: 1 action
Range: 300 feet Casting Time: 1 action
Components: V, S, M (snow) Range: 30 feet
Duration: Concentration, up to 10 minutes Components: V, S, M (snow)
Classes: Druid, Sorcerer, Wizard Duration: Instantaneous
Classes: Druid, Sorcerer, Wizard
Until the spell ends, you control any freestanding snow inside
an area you choose that is a cube up to 100 feet on a side. You either create or destroy snow.
You can choose from any of the following effects when you • Create Snow. Snow falls in a 30-foot cube within range,
cast this spell. As an action on your turn, you can repeat the extinguishing exposed flames in the area and lowering
same effect or choose a different one. the temperature to 30 degrees Fahrenheit for one
• Raise Snow. You cause the snow level of all standing round. Snow weighs about 8 pounds per gallon. One
snow in the area to rise by as much as 20 feet. If you cubic foot of snow contains roughly 8 gallons and weighs
choose an area in a large body of snow, you instead about 60 pounds.
create a 20-foot tall avalanche that travels from one side • Remove Snow. You remove snow in a 30-foot cube
of the area to the other and then crashes down, within range.
inflicting 4d6 bludgeoning damage or half that on a
Dexterity saving throw. The snow level remains elevated At Higher Levels. When you cast this spell using a spell slot of
until the spell ends or you choose a different effect. If 2nd level or higher, the size of the cube increases by 5 feet,
this effect produced a wave, the wave repeats on the for each slot level above 1st.
start of your next turn while the flood effect lasts.
• Part Snow. You cause snow in the area to move apart
and create a trench. The trench extends across the
spell’s area, and the separated snow forms a wall to
either side. The trench remains until the spell ends or
You cause a fissure to open up in the earth.
you choose a different effect. The snow then slowly fills
in the trench over the course of the next round until the
normal snow level is restored.

6th level evocation

Casting Time: 1 action


Range: 500 feet
Components: V, S, M (dirt)
Duration: Instantaneous
Classes: Druid, Sorcerer, Wizard

A crevasse opens up in area you choose within range on open


ground. You cannot cast this spell in an area where the
crevasse would bisect a structure. It is 1d10 × 10 feet deep,
10 feet wide, and extends from one edge of the spell’s area
to the opposite side. A creature standing on a spot where a
fissure opens must succeed on a Dexterity saving throw or fall
in. A creature that successfully saves moves with the fissure’s
edge as it opens. Unlike natural crevasses, there is no
meltwater to cushion a creature's fall if it falls in.
P a g e | 65

takes 4d8 cold damage on a failed save, or half as much


damage on a successful one. Evaporation turns the faerie ice
When you place your hand on a continuous sheet of ice, you to water over a period of days. The exact time depends on
can see any being who also touches it. In arctic realms, this exposure to the sun, wind, and normal drainage.
spell is particularly useful on icebergs, which can extend over
100 miles in any direction.

The subject and all possessions it carries turn into a mindless,


4th level divination (ritual) inert ice sculpture.

Casting Time: 1 action


Range: Self
Components: V, S, M (ice)
5th level transmutation
Duration: Concentration, up to 10 minutes
Classes: Druid, Ranger
Casting Time: 1 action
Range: 60 feet
You can see and hear any creature touching the same sheet
Components: V, S, M (ice)
of ice. The target must make a Wisdom saving throw. On a
Duration: Concentration, up to 1 minute
failed save, the spell creates an invisible sensor on the ice
Classes: Druid, Sorcerer, Wizard
where the target touches it. You can see and hear through
the sensor as if you were there. The sensor moves with along
You attempt to turn one creature that you can see within
the ice with the target, remaining within 10 feet of it for the
range into ice. If the target’s body is made of flesh, the
duration. If the creature moves more than 10 feet away from
creature must make a Constitution saving throw. On a failed
the ice, the spell ends. A creature that can see invisible
save, it is restrained as its flesh begins to turn translucent. On
objects sees the sensor as your face in the ice.
a successful save, the creature isn’t affected. A creature
restrained by this spell must make another Constitution
saving throw at the end of each of its turns. If it successfully
saves against this spell three times, the spell ends. If it fails its
saves three times, it is turned to ice for the duration. The
This spell turns natural, uncut or unworked snow, ice or creature is transformed, along with any nonmagical object it
permafrost of any sort into an equal volume of faerie ice. If is wearing or carrying, into ice. Its weight increases by a
the spell is cast upon a serac, for example, the serac collapses factor of five, and it ceases aging. The creature is
into faerie ice. incapacitated, can’t move or speak, and is unaware of its
surroundings. Attack rolls against the creature have
advantage. The creature automatically fails Strength and
Dexterity saving throws. The creature has immunity to cold,
psychic, and radiant damage and is vulnerable to acid, fire,
4th level transmutation
bludgeoning, poison, and thunder damage. The creature is
immune to poison and disease, although a poison or disease
Casting Time: 1 action
already in its system is suspended, not neutralized. The
Range: 120 feet
successes and failures don’t need to be consecutive; keep
Components: V, S, M (ice)
track of both until the target collects three of a kind. If the
Duration: Instantaneous
creature is physically broken while turned into ice, it suffers
Classes: Druid, Sorcerer, Wizard
from similar deformities if it reverts to its original state. If you
maintain your concentration on this spell for the entire
You choose an area of ice that you can see that fits within a
possible duration, the creature is turned to ice until the effect
40-foot cube and that is within range. Nonmagical ice of any
is removed. An ice sculpture exposed to temperatures above
sort in the area becomes an equal volume of faerie ice that
32 degrees Fahrenheit will melt completely in six hours,
remains for the spell’s duration. If you cast the spell on an
faster at hotter temperatures.
area of ground, it becomes slushy enough that creatures can
sink into it. Each foot that a creature moves through the
faerie ice costs 4 feet of movement, and any creature on the
ground when you cast the spell must make a Strength saving
throw. A creature must also make this save the first time it
enters the area on a turn or ends its turn there. On a failed
save, a creature sinks into the faerie ice and is restrained,
though it can use an action to end the restrained condition on
itself by pulling itself free of the slush. If you cast the spell on
a glacial ceiling, the faerie ice falls. Any creature under the ice
when it falls must make a Dexterity saving throw. A creature
66 | P a g e

This spell enables you to change freeze metal objects within A thin sheet of freezing ice shoots from your outspread
its area. fingertips.

2nd level transmutation 1st level evocation

Casting Time: 1 action Casting Time: 1 action


Range: 60 feet Range: Self (15-foot cone)
Components: V, S, M (ice) Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
Classes: Druid Classes: Sorcerer, Wizard

Choose a manufactured metal object, such as a metal As you hold your hands with thumbs touching and fingers
weapon or a suit of heavy or medium metal armor, that you spread, a thin sheet of ice shoots forth from your
can see within range. You cause the object to freeze. Any outstretched fingertips. Each creature in a 15-foot cone must
creature in physical contact with the object takes 2d8 cold make a Dexterity saving throw. A creature takes 3d6 cold
damage when you cast the spell. Until the spell ends, you can damage on a failed save, or half as much damage on a
use a bonus action on each of your subsequent turns to cause successful one. The cold freezes nonmagical liquids in the
this damage again. If a creature is holding or wearing the area that aren't being worn or carried.
object and takes the damage from it, the creature must
succeed on a Dexterity saving throw or drop the object if it At Higher Levels. When you cast this spell using a spell slot of
can. If it doesn’t drop the object, it has disadvantage on 2nd level or higher, the damage increases by 1d6 for each slot
attack rolls and ability checks until the start of your next turn. level above 1st.

At Higher Levels. When you cast this spell using a spell slot of
3rd level or higher, the damage increases by 1d8 for each slot
above 2nd.

A 3-foot-long, beam of freezing ice springs forth from your


hand.

2nd level evocation

Casting Time: 1 bonus action


Range: Self
Components: V, S, M (ice)
Duration: Concentration, up to 10 minutes
Classes: Druid, Ranger

The blade is similar in size and shape to a scimitar, and it lasts


for the duration. If you let go of the blade, it disappears, but
you can evoke the blade again as a bonus action. You can use
your action to make a melee spell attack with the icy blade.
On a hit, the target takes 3d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of
4th level or higher, the damage increases by 1d6 for every
two slot levels above 2nd.
P a g e | 67

At Higher Levels. When you cast this spell using a spell slot of
2nd level or higher, you inflict an additional 1d6 cold damage
A globe of snow rolls in whichever direction you point and for each spell slot above 1st.
freezes those it strikes.

2nd level conjuration You causes a comatose slumber to come upon one or more
beasts or humanoids.
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (snowball)
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Wizard 2nd level enchantment

A 5-foot-diameter sphere snowball appears in an unoccupied Casting Time: 1 action


space of your choice within range and lasts for the duration. Range: 90 feet
Any creature that ends its turn within 5 feet of the sphere Components: V, S, M (ice)
must make a Dexterity saving throw. The creature takes 2d6 Duration: 10 minutes
cold damage on a failed save, or half as much damage on a Classes: Druid
successful one. As a bonus action, you can move the sphere
up to 30 feet. If you ram the sphere into a creature, that This spell sends beasts and humanoids into deep hibernation.
creature must make the saving throw against the sphere’s Roll 7d8; the total is how many hit points of creatures this
damage, and the sphere stops moving this turn. When you spell can affect. Creatures within 20 feet of a point you
move the sphere, you can direct it over barriers up to 5 feet choose within range are affected in ascending order of their
tall and jump it across pits up to 10 feet wide. The sphere current hit points (ignoring unconscious creatures). Starting
freezes nonmagical liquids that aren't being worn or carried. with the creature that has the lowest current hit points, each
This spell can only be cast in temperatures below 32 degrees creature affected by this spell enters a cataleptic state. For
Fahrenheit. the duration, the affected creatures are blinded and
incapacitated, their speed drops to 0, and the creature is
At Higher Levels. When you cast this spell using a spell slot of resistant to cold damage. until the spell ends, the hibernator
3rd level or higher, the damage increases by 1d6 for each slot takes damage, or someone uses an action to shake or slap the
level above 2nd. hibernator awake. Subtract each creature’s hit points from
the total before moving on to the creature with the next
lowest hit points. A creature’s hit points must be equal to or
less than the remaining total for that creature to be affected.
Creatures immune to being charmed and other creature
types aren’t affected by this spell.
You inflicts the subject with frostbite.
At Higher Levels. When you cast this spell using a spell slot of
2nd level or higher, roll an additional 2d8 for each slot level
above 1st.
1st level necromancy

Casting Time: 1 action


Range: 60 ft.
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid

You cause numbing frost to form on one creature that you


can see within range. The target must make a Constitution
saving throw. On a failed save, the target takes 2d6 cold
damage, its core temperature is reduced by 10 degrees, and
it has disadvantage on weapon attack rolls for the duration.
At the end of each of its turns, the target can make another
Constitution saving throw. On a success, the spell ends on the
target. Creatures who have resistance to cold damage gain
advantage on this save, and creatures who are immune to
cold are unaffected by this spell.
68 | P a g e

must be made each round the creature attempts to pick


up or use the iced item.
You inflict hypothermia on a target. If the temperature is higher than 32 degrees Fahrenheit, the
duration of this spell is halved.

1st level necromancy

Casting Time: 1 action Up to three snowballs can be turned into special grenadelike
Range: 60 ft. weapons that can be hurled at your targets.
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid

This spell causes a drastic drop of body temperature in a 5th level conjuration
single creature. The target takes 2d6 cold damage, its core
temperature is reduced by 10 degrees, and its actions Casting Time: 1 bonus action
become slow and sluggish, imposing disadvantage on ability Range: Touch
checks and saves unless it succeeds at a Constitution save. At Components: V, S, M (snowballs)
the end of each of its turns, the target can make another Duration: 1 minute
Constitution saving throw. On a success, the spell ends on the Classes: Sorcerer, Wizard
target. Creatures who have resistance to cold damage gain
advantage on this save, and creatures who are immune to You touch one to three snowballs and imbue them with
cold are unaffected by this spell. magic, hardening them into iceballs. You or someone else can
make a ranged spell attack with one of the iceballs by
At Higher Levels. When you cast this spell using a spell slot of throwing it or hurling it with a sling. If thrown, it has a range
2nd level or higher, you inflict an additional 1d6 cold damage of 60 feet. If someone else attacks with the iceball, that
for each spell slot above 1st. attacker adds your spellcasting ability modifier, not the
attacker’s, to the attack roll. On a hit, the target takes 1d10
bludgeoning damage. Hit or miss, the iceball then explodes.
The target and each creature within 5 feet of it must succeed
on a Dexterity saving throw or take 4d6 cold damage. If you
cast this spell again, the spell ends early on any snowballs still
You cover a solid surface with a layer of slippery ice. affected by it.

2nd level conjuration


You create icy rays and shoot them at enemies.
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (ice)
Duration: 1 minute
Classes: Sorcerer, Wizard 2nd level evocation

You have two options when casting this spell, creating ice on Casting Time: 1 action
the ground or on a target. Range: 120 feet
• Ground: Slick ice covers the ground in a 10-foot square Components: V, S
centered on a point within range and turns it into Duration: Instantaneous
difficult terrain for the duration. When the ice appears, Classes: Sorcerer, Wizard
each creature standing in its area must succeed on a
Dexterity saving throw or fall prone. A creature that You create three rays of cold and hurl them at targets within
enters the area or ends its turn there must also succeed range. You can hurl them at one target or several. Make a
on a Dexterity saving throw or fall prone. ranged spell attack for each ray. On a hit, the target takes 2d6
• Target: The spell can also be used to create an icy cold damage.
coating on an item—a rope, ladder rungs, or a weapon
handle, for instance. Material objects not in use are At Higher Levels. When you cast this spell using a spell slot of
always affected by this spell, while objects wielded or 3rd level or higher, you create one additional ray for each slot
employed by creatures receive a Dexterity saving throw level above 2nd.
to avoid the effect. If the initial saving throw fails, the
creature immediately drops the item. A saving throw
P a g e | 69

You can form an existing piece of ice into any shape that suits You create a passage in ice, permafrost, or snow.
your purpose.

4th level divination (ritual)


3rd level transmutation
Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: Touch Components: V, S, M (ice)
Components: V, S, M (ice) Duration: 1 hour
Duration: Instantaneous Classes: Druid
Classes: Druid
A passage appears at a point of your choice that you can see
You touch an ice object of Medium size or smaller or a on ice, permafrost, or snow (such as a wall, a ceiling, or a
section of ice no more than 5 feet in any dimension and form floor) within range, and lasts for the duration. You choose the
it into any shape that suits your purpose. So, for example, you opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20
could shape a large piece of ice into a weapon, idol, or coffer, feet deep. The passage creates no instability in a structure
or make a small passage through a wall, as long as the wall is surrounding it. When the opening disappears, any creatures
less than 5 feet thick. The object melts in one hour if the or objects still in the passage created by the spell are safely
temperature is higher than 32 degrees Fahrenheit. ejected to an unoccupied space nearest to the surface on
which you cast the spell.

Snow-covered ground, icy floors, and similar surfaces shapes


themselves into long, sharp points that blend into the You can tread on ice as if walking on solid ground.
background.

2nd level transmutation (ritual)


1st level transmutation
Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: 150 feet Components: V, S
Components: V, S, M (ice) Duration: 1 hour
Duration: Concentration, up to 10 minutes Classes: Druid, Ranger
Classes: Druid, Ranger
This spell grants the ability to move across and climb icy
surfaces without needing to make an ability check.
Snow and ice in a 20-foot radius centered on a point within Additionally, difficult terrain composed of ice or snow doesn't
range sprouts spikes. The area becomes difficult terrain for cost extra moment. Up to ten willing creatures you can see
the duration. When a creature moves into or within the area, within range gain this ability for the duration.
it takes 1d4 piercing damage and 1d4 cold damage for every
5 feet it travels. The transformation of the ground blends in
with ice and snow. Any creature that can’t see the area at the
time the spell is cast must make a Wisdom (Perception) check
against your spell save DC to recognize the terrain as
hazardous before entering it. This spell can’t be cast in areas
with no ice or snow and fire damage spells melt all spikes in
their area of effect.
70 | P a g e

You create an igloo around yourself using the available snow. This spell enables you to meld your body and possessions into
a single block of ice.

2nd level conjuration (ritual)


2nd level transmutation
Casting Time: 1 minute
Range: Self (10-foot-radius hemisphere) Casting Time: 1 action
Components: V, S, M (enough snow to build an igloo) Range: Touch
Duration: 8 hours Components: V, S, M (ice)
Classes: Druid, Ranger Duration: 8 hours
Classes: Druid
A 10-foot-radius immobile dome of ice springs into existence
around and above you and remains stationary for the You step into an ice object or surface large enough to fully
duration. The spell ends if you leave its area. Nine creatures contain your body, melding yourself and all the equipment
of Medium size or smaller can fit inside the igloo with you. you carry with the ice for the duration. Using your
The spell fails if its area includes a larger creature or more movement, you step into the ice at a point you can touch.
than nine creatures. If you leave the igloo, it melts into a pool Nothing of your presence remains visible or otherwise
of water. The temperature inside the igloo is 70° F if the detectable by nonmagical senses. While merged with the ice,
you can’t see what occurs outside it, and any Wisdom
exterior temperature is between 0° and 100° F. An exterior
(Perception) checks you make to hear sounds outside it are
temperature below 0° or above 100° lowers or raises,
made with disadvantage. You remain aware of the passage of
respectively, the interior temperature on a 1-degree-for-1
time and can cast spells on yourself while merged in the ice.
basis (thus, if it’s –20° outside, inside it’ll be 50°). The igloo You can use your movement to leave the ice where you
also provides protection against the elements, such as sleet entered it, which ends the spell. You otherwise can’t move.
and snowstorms. The igloo withstands any wind of less than The ice is immune to cold damage but vulnerable to
hurricane force, but a hurricane (75+ mph wind speed) or bludgeoning, fire, and thunder damage and melts at
greater force destroys it. The interior of the igloo is a temperatures about 32 degrees Fahrenheit, suffering enough
hemisphere. damage in 4 hours to expel you from it. Minor physical
damage to the ice doesn’t harm you, but its partial
destruction or a change in its shape (to the extent that you no
longer fit within it) expels you and deals 6d6 piercing damage
to you as it shatters. The ice’s complete destruction (or
You transmute up to three snowballs, which can be no larger transmutation into a different substance) expels you and
than a human's fist, so that they strike with great force when deals 50 piercing damage to you. If expelled, you fall prone in
an unoccupied space closest to where you first entered.
thrown or slung.

Transmutation cantrip

Casting Time: 1 bonus action


Range: Touch
Components: V, S, M (snowballs)
Duration: 1 minute
Classes: Sorcerer, Wizard

You touch one to three snowballs and imbue them with


magic. You or someone else can make a ranged spell attack
with one of the snowballs by throwing it or hurling it with a
sling. If thrown, it has a range of 60 feet. If someone else
attacks with the snowball, that attacker adds your
spellcasting ability modifier, not the attacker’s, to the attack
roll. On a hit, the target takes cold damage equal to 1d6 +
your spellcasting modifier. Hit or miss, the spell then end on
the snowball.
P a g e | 71

contested by that creature’s Strength check. If you succeed,


you push the object 15 feet away from that creature in the
This spell moves snow (including ice and permafrost), cone but not beyond the range of this spell.
possibly collapsing embankments, moving hillocks, shifting
dunes, etc. At Higher Levels. When you cast this spell using a spell slot of
3rd level or higher, the damage increases by 1d6 and the
distance pulled or pushed increases by 5 feet for each slot
level above 4th.
5th level transmutation

Casting Time: 1 action


Range: 120 ft.
Components: V, S, M (snow) You can use this spell to restore a creature's temperature to its
Duration: Concentration, up to 2 hours normal core, thereby curing any negative effects of
Classes: Druid, Sorcerer, Wizard hypothermia and frostbite.

Choose an area of terrain no larger than 40 feet on a side


within range. You can reshape snow, ice, or permafrost in the
area in any manner you choose for the duration. You can
raise or lower the area’s elevation, create or fill in a trench, 4th level necromancy
erect or flatten a wall, or form a pillar. The extent of any such
changes can’t exceed half the area’s largest dimension. So, if Casting Time: 1 action
you affect a 40-foot square, you can create a pillar up to 20 Range: Touch
feet high, raise or lower the square’s elevation by up to 20 Components: V, S
feet, dig a trench up to 20 feet deep, and so on. It takes 10 Duration: Instantaneous
minutes for these changes to complete. At the end of every Classes: Druid
10 minutes you spend concentrating on the spell, you can
choose a new area of terrain to affect. Because the terrain’s A creature you touch has its temperature restore to normal
transformation occurs slowly, creatures in the area can’t for its species. The creature regains a number of hit points
usually be trapped or injured by the snow's movement. This equal to 2d6 + your spellcasting modifier. It also no longer has
spell can’t manipulate natural snow. Ice and structures shift disadvantage on ability checks, attacks, and saves due to
to accommodate the new terrain. If the way you shape the hypothermia or frostbite, and it restores 1 level of exhaustion
terrain would make a structure unstable, it might collapse. due to exposure to the cold. If the creature’s temperature is
already at the normal level for its species, this spell has no
effect.

At Higher Levels. When you cast this spell using a spell slot of
4th level or higher, you heal an additional 1d6 damage for
This spell creates waves of invisible and intangible energy each spell slot above 3rd.
that roll forth from your outstretched hand.

2nd level evocation

Casting Time: 1 action


Range: Self (30-foot cone)
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard

You force ice and snow back in a 30-foot cone. Each creature
made of ice or snow must make a Strength saving throw. A
snow or ice creature takes 4d6 bludgeoning damage on a
failed save, or half as much damage on a successful one. And
every ice or snow creature that fails the save is pushed 15
feet away from you, but not beyond the range of the spell. In
addition, unsecured snow or ice objects up to 1,000 pounds
that are completely within the cone are likewise pushed 15
feet. If the ice object is worn or carried by a creature, you
must make an ability check with your spellcasting ability
72 | P a g e

The reflecting snow and ice flashes brightly and all reflected This spells creates up to four lights that are miniature suns.
sunlight burns into the subject's eyes.

4th level evocation


1st level evocation
Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: 30 feet Components: V, S
Components: V, S, M (snow or ice and sunlight) Duration: Concentration, up to 1 minute
Duration: 1 minute Classes: Druid, Ranger
Classes: Druid, Sorcerer, Wizard
You create up to four torch-sized glowing orbs within range
Choose one creature that you can see within range to make a that hover in the air for the duration. Each sundog sheds
Dexterity saving throw. If it fails, the target suffers 1d8 bright in a 60-foot radius and shed dim light for an additional
radiant damage and is blinded for the duration. At the end of 60 feet. As a bonus action on your turn, you can move the
each of its turns, the target can make a Constitution saving sundogs up to 60 feet to a new spot within range. A sundog
throw. On a success, the spell ends. must be within 60 feet of another sundog created by this
spell, and a sundog winks out if it exceeds the spell’s range. If
At Higher Levels. When you cast this spell using a spell slot of any of a sundogs bright light overlaps with an area of
3rd level or higher, you can target one additional creature for darkness created by a spell of 3rd level or lower, the spell
each slot level above 2nd. that created the darkness is dispelled.

When a snowstorm spell is cast, the whole area is shot You use your throat to sing a deep, reverberating song that
through with roaring snow. can affect beasts and spirits alike.

2nd level conjuration 1st level enchantment (ritual)

Casting Time: 1 action Casting Time: 1 action


Range: 150 feet Range: Self
Components: V, S, M (snow) Components: V
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Wizard Classes: Druid, Ranger

Until the spell ends, roaring snow falls in a 20-foot-tall For the duration, you have advantage on all Wisdom (Animal
cylinder with a 40-foot radius centered on a point you choose Handling) and Charisma-based checks to influence beasts,
within range. The area is heavily obscured, and exposed celestials, elementals, fiends, and fey that can hear you.
flames in the area are doused. The ground in the area is
covered with snow, making it difficult terrain. Any creature
has disadvantage on Wisdom (Perception) checks involving
hearing while within the area of effect for the duration of the
spell. If a creature starts its turn in the spell's area and is
concentrating on a spell, the creature must make a successful
Constitution saving throw against your spell save DC or lose
concentration.
P a g e | 73

You protect flames so that they can't go out, a critical tool of This spell creates a wall of permafrost that merges into
survival in the unforgiving cold. adjoining ice and rock surfaces.

2nd level transmutation (ritual) 7th level conjuration

Casting Time: 1 action Casting Time: 1 action


Range: 60 feet Range: 120 feet
Components: V, S, M (fire) Components: V, S, M (ice)
Duration: Concentration, up to 24 hours Duration: Concentration, up to 10 minutes
Classes: Druid, Ranger Classes: Druid, Sorcerer, Wizard

Choose an area of nonmagical flame that you can see and A nonmagical wall of solid permafrost springs into existence
that fits within a 5-foot cube within range. For 24 hours, the at a point you choose within range. The wall is 6 inches thick
fire cannot be extinguished by normal means (due to wind, and is composed of ten 10-foot-by-10-foot panels. Each panel
cold, or water) and continues to burn unabated. Conversely, must be contiguous with at least one other panel.
although the fire gives off heat and light it cannot ignite other Alternatively, you can create 10-foot-by-20-foot panels that
material and does no damage to any creature touching it. If are only 3 inches thick. If the wall cuts through a creature’s
you concentrate on the spell for 24 hours, it lasts until space when it appears, the creature is pushed to one side of
dispelled. the wall (your choice). If a creature would be surrounded on
all sides by the wall (or the wall and another solid surface),
that creature can make a Dexterity saving throw. On a failed
save, the creature takes 10d6 cold damage, or half as much
damage on a successful save. Also on a success, it can use its
reaction to move up to its speed so that it is no longer
enclosed by the wall. The wall can have any shape you desire,
though it can’t occupy the same space as a creature or object.
The wall doesn’t need to be vertical or rest on any firm
foundation. It must, however, merge with and be solidly
supported by existing stone. Thus, you can use this spell to
bridge a chasm or create a ramp. If you create a span greater
than 20 feet in length, you must halve the size of each panel
to create supports. You can crudely shape the wall to create
crenellations, battlements, and so on. The wall is an object
made of stone that can be damaged and thus breached. Each
panel has AC 15 and 40 hit points per inch of thickness.
Reducing a 10-foot section of wall to 0 hit points destroys it
and leaves behind a sheet of frigid air in the space the wall
occupied. A creature moving through the sheet of frigid air
for the first time on a turn must make a Constitution saving
throw. That creature takes 5d6 cold damage on a failed save,
or half as much damage on a successful one. If you maintain
your concentration on this spell for its whole duration, the
wall becomes permanent and can’t be dispelled. Otherwise,
the wall disappears when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of
8th level or higher, the damage the wall deals when it
appears increases by 2d6, and the damage from passing
through the sheet of frigid air increases by 1d6 for each slot
level above 7th.
74 | P a g e

The cold lands are home to a surprising variety of indigenous lifeforms. Not all of them are friendly. This chapter expands
upon animals adventurers might already be familiar with as well as supernatural beings they'll wish they never met.

Modern Creatures
Depending on your campaign, modern creatures may appear in slightly different forms (some might have horns, more fur, or
otherwise minor changes to their appearance). These creatures are similar to their modern-day counterparts. The following
creatures can be found from the core rulebook: ape, baboon, badger, bat, black bear, blood hawk, boar, brown bear, camel, cat,
cave bear, constrictor snake, crab, crocodile, deer, eagle, elephant, elk, frog, goat, hawk, hunter shark, hyena, jackal, killer whale,
lion, lizard, mastiff, octopus, owl, panther, poisonous snake, polar bear, quipper, rat, raven, reef shark, rhinoceros, riding horse,
scorpion, spider, swarm of bats, swarm of insects, swarm of poisonous snakes, swarm of quippers, swarm of rats, swarm of
ravens, tiger, vulture, warhorse, weasel, wolf.

bears kill many injured or exhausted bulls after the rut.

Medium beast, unaligned

Armor Class 11
Hit Points 9 (2d8)
Speed 40 ft., swim 10 ft.

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 10 (+0) 2 (-4) 11 (+0) 10 (+0)

Damage Resistances cold


Skills Perception +2
Senses passive Perception 12
This beast has large, concave hoofs and widespread
Languages -
antlers. It is clove-brown with a white neck, rump, and feet. Challenge ½ (100 XP)

After calving, caribou collect in large groups to avoid Charge. If the caribou moves at least 20 feet straight toward
predators and escape mosquitoes and warble flies. These large a target and then hits it with a ram attack on the same turn,
groups of caribou stay together in the high mountains and the target takes an extra 7 (2d6) bludgeoning damage. If the
along seacoasts where wind and cool temperatures protect target is a creature, it must succeed on a DC 11 Strength
them from summer heat and insects. saving throw or be knocked prone.
Large herds often migrate long distances (up to 400 miles) Ice Walk. The penguin can move across and climb icy surfaces
between summer and winter ranges to find adequate food. In without needing to make an ability check. Additionally,
summer, caribou eat the leaves of willows, sedges, flowering difficult terrain composed of ice or snow doesn't cost it extra
tundra plants, and mushrooms. They switch to lichens, dried movement.
sedges, and small shrubs in September. Once they decide to Keen Smell. The caribou has advantage on Wisdom
migrate, caribou can travel up to 50 miles a day. Caribou have (Perception) checks that rely on smell.
a built in compass, like migratory birds, and can travel Sure-Footed. The caribou has advantage on Strength and
Dexterity saving throws made against effects that would
through areas that are unfamiliar to them to reach their
knock it prone.
calving grounds.
The shedding of velvet by large bulls marks the approach of
ACTIONS
the rutting season and the start of fall migration. Fighting
begins in early September and becomes more frequent as the Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
rut approaches at the end of the month. Most fights between Hit: 4 (1d6 + 1) bludgeoning damage.
bulls are brief bouts, but violent fights occur, and many bulls
are seriously injured or killed during the rut. Wolves and
P a g e | 75

Its prominent, pointed, up-standing ears, the pointed nose,


the silky hair, and whitish belly distinguish his hunting dog
from other breeds.

These keen little long-nosed dogs are indispensable in the


hunting of small game, lending their senses to their masters in
the hunt. In color, dogs of this species are brown, reddish, or
white and gray. They have a light delicate step, a trim
graceful figure and amiable disposition.
The hunting dog can be quite cunning in its pursuit of
game. When it crosses thin ice, it knows to walk very
carefully, moving ahead a bit at a time until it is certain the
ice is strong enough. Hunting dogs can distinguish between
grouse, porcupine, and squirrel. They know to sniff out
animal species and make frequent trips into the bush after
scents/sounds. They even know to avoid porcupine quills.
When hunting dogs scent the tracks of game, they quietly
take to the trail unless it is very fresh, in which case they yelp
and howl.

Small beast, unaligned

Armor Class 13
Hit Points 5 (1d6 + 2)
Speed 40 ft.

STR DEX CON INT WIS CHA


8 (-1) 17 (+3) 15 (+2) 3 (-4) 12 (+1) 10 (+0)

Skills Perception +3, Survival +3


Senses passive Perception 13
Languages -
Challenge 1/8 (25 XP)

Familiar. With the DM's permission, the find familiar spell can summon this creature.
Keen Hearing and Smell. The hunting dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hunting dog has advantage on an attack roll against a creature if at least one of the dog's allies is within 5 feet of
the creature and the ally.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
76 | P a g e

Four or five animals are harnessed by the leather strap loop


over the neck and shoulders, one dog before the other. The
lead dog is master of the team; the driver uses a whip to guide
the animals. When traveling the plains, the hunter usually
runs ahead of the dogs to break the trail with snowshoes. The
animals are constantly falling off the beaten track into soft
snow, where they lie helpless until hauled out by the driver.
Should a dog become over-tired on an upgrade or because
the snow is too soft, he may lie down with an appealing look.
When a halt is made, the dogs stretch flat on their bellies and
bury their muzzles in the snow. They eat snow quite
frequently, as this is their only method of getting a drink.
When the grade is downward and the trail is smooth, the
hunter lets his dogs pass him. Then he quickly removes his
These dogs have a bushy tail, long muzzle, oblique eyes, snowshoes and hops on the sled. At its fastest, the sled moves
and a savage disposition. anywhere from eight to ten miles per hour.
Some benevolent masters give their leavings to the dogs.
Sled dogs are ordinarily big hardy beasts, with broad heads This is invariably meat and bone. They easily grind up bone
and short hair. The breed of dogs used for sled driving is a and marrow and gulp it down with gusto, bones being their
mongrel shaggy beast, prevailingly dark brown, of a rusty, favorite diet.
worn hue, or black, with a slight admixture of white.

Medium beast, unaligned

Armor Class 13 (natural armor)


Hit Points 13 (2d8 + 2)
Speed 40 ft., burrow 5 ft.

STR DEX CON INT WIS CHA


15 (+2) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)

Damage Resistances cold


Skills Perception +3, Survival +3
Senses passive Perception 13
Languages -
Challenge 1 (200 XP)

Beast of Burden. The sled dog is considered to be a Large animal for the purpose of determining its carrying capacity.
Familiar. With the DM's permission, the find familiar spell can summon this creature.
Keen Hearing and Smell. The sled dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The sled dog has advantage on an attack roll against a creature if at least one of the dog's allies is within 5 feet of the
creature and the ally.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must
succeed on a DC 11 Strength saving throw or be knocked prone.
P a g e | 77

The arctic fox averages 43 inches in length including the


tail. Fully-grown arctic foxes weigh from 6 to 10 pounds.
Their fur coloring ranges from brown in the summer to white
in the winter. Some foxes have a bluish tinge to their coats.
These foxes remain dark or charcoal colored year round but
become somewhat lighter in winter.
Arctic fox pups are born in dens excavated by the adults in
sandy, well-drained soils of low mounds and river cutbanks.
They are monogamous and both parents aid in bringing food
to the den and in rearing the pups. Family units gradually
break up during the fall. In midwinter, foxes lead a mostly
solitary existence except when congregating at the carcasses
of marine mammals, caribou, or reindeer.
Arctic foxes are omnivorous. In summer, arctic foxes feed
primarily on small mammals, including lemmings and tundra
voles. Foxes denning near rocky cliffs along the seacoast
often depend heavily on nesting seabirds such as auklets,
puffins, and murres. They sometimes eat berries, eggs, and
scavenged remains of other animals. Many foxes venture out
onto the sea ice during winter to eat the remains of seals killed
This fox's short legs and body, short ears, and dense white by polar bears.
fur give it a stocky appearance.

Small beast, unaligned

Armor Class 13
Hit Points 5 (1d6 + 1)
Speed 30 ft., burrow 5 ft.

STR DEX CON INT WIS CHA


6 (-2) 17 (+3) 15 (+2) 3 (-4) 12 (+1) 8 (-1)

Damage Resistances cold


Skills Perception +3, Stealth +5
Senses darkvision 60 ft., passive Perception 13
Languages -
Challenge 1/4 (50 XP)

Familiar. With the DM's permission, the find familiar spell can summon this creature.
Ice Walk. The penguin can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult
terrain composed of ice or snow doesn't cost it extra movement.
Keen Hearing and Smell. The arctic fox has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Snow Camouflage. The arctic fox has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.
78 | P a g e

rust color within a few weeks. Males in prime condition


weigh from 1,200 to 1,600 pounds. Only the bulls have
antlers. In the wild, moose rarely live more than 16 years.
Cow moose generally breed at 28 months. Calves are born
any time from mid- May to early June after a gestation period
of about 230 days. Moose breed in the fall with the peak of
the "rut" activities coming in late September and early
October. Most moose make seasonal movements for calving,
rutting, and wintering areas. They travel anywhere from only
a few miles to as many as 60 miles during these transitions.
During fall and winter, they consume large quantities of
willow, birch, and aspen twigs. In some areas, moose actually
establish a "hedge" or browse line six to eight feet above the
ground by clipping most of the terminal shoots of favored
food species. Moose eat a variety of foods, particularly
sedges, equisetum (horsetail), pond weeds, and grasses.
During summer, moose feed on vegetation in shallow ponds,
forbs, and the leaves of birch, willow, and aspen.
This beast has long legs and a heavy body with a drooping Adult male moose joust during the rut by bringing their
nose, a dewlap under the chin, and a small tail. antlers together and pushing. Serious battles are rare. Bulls
may receive a few punctures or other damage and
Moose color ranges from golden brown to almost black, occasionally die from their wounds. The winner usually mates
depending upon the season and the age of the animal. The hair with the female.
of newborn calves is generally red-brown fading to a lighter

Large beast, unaligned

Armor Class 11
Hit Points 42 (5d10 + 15)
Speed 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 16 (+3) 2 (-4) 11 (+0) 6 (-2)

Skills Perception +2
Senses passive Perception 12
Languages -
Challenge 2 (450 XP)

Charge. If the moose moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the
target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be
knocked prone.
Keen Hearing and Smell. The moose has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Sure-Footed. The moose has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

ACTIONS

Multiattack. The moose makes two attacks: one with its antlers and one with its hooves.
• Antlers. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
• Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
P a g e | 79

Both sexes of muskox have horns that develop large bases


and nearly span the entire forehead. Coloration is generally
dark brown with creamy-colored hair on the “saddle,”
forehead, and legs. Muskoxen have cloven hooves, all four of
which are the same size. Mature bulls are about 5 feet high at
the shoulder and weigh 600 to 800 pounds.
Bull muskoxen have heavily armored skulls built for
charging, with four inches of horn and three inches of bone
directly over the brain. When danger approaches, every
muskoxen tries to face the source of the threat. If only one
predator is nearby, the defense formation takes the form of a
line. If several predators surround the group, as with a wolf
pack, the formation becomes a compact circle with all
muskoxen facing outward. Occasionally, one or more animals
This beast is a stocky, longhaired animal with a slight will charge the predator.
shoulder hump and a very short tail.

Large beast, unaligned

Armor Class 11
Hit Points 34 (4d10 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 16 (+3) 2 (-4) 11 (+0) 4 (-3)

Damage Resistances cold


Senses passive Perception 10
Languages -
Challenge 1 (200 XP)

Beast of Burden. The muskox is considered to be a Huge animal for the purposes of determining its carrying capacity.
Charge. If the muskox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target
takes an extra 7 (2d6) piercing damage.
Keen Smell. The muskox has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
80 | P a g e

This black and white bird waddles awkwardly on land but is


lightning fast in the water.

Flightless birds, penguins are superbly designed for cold


weather, flying underwater with great skill. Their compact
bodies can propel them at speeds up to 25 miles per hour.
Ashore penguins are awkward, waddling and hopping over
rocks. When on snow they sometimes push themselves along
on their stomachs.
To withstand the harsh conditions, a thick layer of blubber
and a dense network of waterproof plumage insulate
penguins. Penguins' bones are solid and heavy, which help
them in frigid underwater conditions. Some species can reach
depths of 1000 feet or more and stay submerged for up to 25
minutes.
Penguins breed in large, dense colonies called 'rookeries',
some with 180,000 or more birds. They can be detected from
miles away due to the incessant chattering and stench that
surrounds such a massive concentration of penguins.
Penguins have no predators on land, so they have no natural
fear of humans.

Tiny beast, unaligned

Armor Class 11
Hit Points 4 (1d4 + 3)
Speed 10 ft., swim 50 ft.

STR DEX CON INT WIS CHA


2 (-4) 12 (+1) 17 (+3) 2 (-4) 11 (+0) 4 (-3)

Damage Resistances cold


Senses passive Perception 10
Languages -
Challenge 0 (10 XP)

Familiar. With the DM's permission, the find familiar spell can summon this creature.
Ice Walk. The penguin can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult
terrain composed of ice or snow doesn't cost it extra movement.

ACTIONS

Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
P a g e | 81

This gray aquatic mammal has two limbs modified as


flippers and darts through the water with surprising grace.

Porpoises range in size from the four feet in length and 100
pounds in weight, to over seven feet and nearly 500 pounds.
Several species exhibit sexual dimorphism in that the females
are larger than males. They have streamlined bodies and two
limbs that are modified into flippers. Porpoises use
echolocation as their primary sensory system. Some species
are well adapted for diving to great depths. As all cetaceans,
they have a layer of fat, or blubber, under the skin to keep
them warm in cold water.

Medium beast, unaligned

Armor Class 13
Hit Points 11 (2d8 + 2)
Speed 0 ft., swim 80 ft.

STR DEX CON INT WIS CHA


14 (+2) 17 (+3) 13 (+1) 6 (-2) 12 (+1) 7 (-2)

Damage Resistances cold


Skills Perception +3
Senses blindsight 60 ft., passive Perception 13
Languages -
Challenge 1 (200 XP)

Charge. If the porpoise moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the
target takes an extra 3 (1d6) bludgeoning damage.
Echolocation. The porpoise can't use its blindsight while deafened.
Hold Breath. The porpoise can hold its breath for 10 minutes.

ACTIONS

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
82 | P a g e

240 pounds. Length of grown seals is between 56 to 67


inches. The snout of seals is somewhat elongated, resembling
that of most dogs. The maximum life span of seals is about 35
years, although few live beyond the age of about 25.
Principal foods are schooling fishes, although the total array
of foods is quite varied, including cod, sand lance, sculpins,
flatfishes, cephalopods, and a variety of shrimps. Along the
coast seals feed on herring, capelin, saffron cod, some salmon
and smelt.
When encountered in groups, seals make a variety of
sounds describable as growls, barks, moans, and roars.
Individuals in molting groups give the appearance of being
rather continuously agitated, though they are not in bodily
contact with nearby seals. On land and ice, seals move about
in the typical wriggling or inchworm locomotion.
This dog-like sea mammal has flippers for all of its limbs. Seals are comparatively wary and difficult to approach
openly. They form large aggregations on the ice and at
Very large seals may be as heavy as 270 pounds, but most favored locations on lands. Several thousand seals may be
physically mature adults of both sexes weigh between 180 to hauled out together in these areas.

Medium beast, unaligned

Armor Class 12
Hit Points 16 (3d8 + 3)
Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 10 (+0)

Damage Resistances cold


Skills Perception +3
Senses passive Perception 13
Languages -
Challenge 1/4 (50 XP)

Keen Hearing and Smell. The seal has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Hold Breath. The seal can hold its breath for 2 hours.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
P a g e | 83

Large adult male sea lions have disproportionately large necks


and shoulders. This, coupled with longer, coarser hair on the
neck and shoulders, gives them the appearance of having
manes, as do lions.
At birth, the sea lion pup's coat is chocolate brown with a
frosty appearance because the tips of the hair are colorless.
Color gradually lightens as the animal ages and periodically
molts. Most adult females are a yellowish, cream color on the
back, although some remain darker. Nearly all males stay
darker on the front of the neck and chest; some are even a
reddish color. The average weight of an adult male is 1,245
pounds, and the body length averages 10 2/3 feet.
Sea lions gather on well defined, traditionally used
rookeries to pup and breed. Males defend individual
territories from approximately mid-May through mid-July.
They mate with females that give birth, and then come into
estrus in their territory.
This lion-like beast has four flippers and a hunched mane. As marine carnivores, sea lions eat a wide variety of fish
such as pollock, flounder, herring, capelin, Pacific cod,
Sea lions differ from other seals in that sea lions have salmon, rockfish, sculpins, and invertebrates such as squid
external ears and rear flippers that turn forward allowing them and octopus. Most of the top-ranked prey of sea lions is off-
to "walk" with a gait similar to land mammals. They are bottom, schooling species. Feeding occurs from the intertidal
called sea lions because they resemble the terrestrial lion. zone to the continental shelf, and sea lions are considered top-
level consumers.

Large beast, unaligned

Armor Class 12
Hit Points 34 (4d10 + 12)
Speed 10 ft., swim 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 16 (+3) 3 (-4) 11 (+0) 8 (-1)

Damage Resistances cold


Skills Perception +3
Senses passive Perception 13
Languages -
Challenge 1 (200 XP)

Keen Hearing and Smell. The sea lion has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Hold Breath. The sea lion can hold its breath for 20 minutes.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) piercing damage.
84 | P a g e

Walruses feed mainly on bottom-dwelling invertebrates.


Major food items include several different kinds of clams.
Only the fleshy parts are eaten. It is believed that these parts
are torn away from the rest of the clam by strong suction, a
method of feeding for which the mouth of the walrus is
ideally designed. The mouth of a walrus is narrow, with an
unusually high roof, strong thick lips that are not deeply cleft
along the side of the face, and a thick piston-like tongue.
Other food items include snails, crabs, shrimps, worms, and
occasionally seals. Walruses usually find food by brushing the
sea-bottom with their broad, flat muzzles.
This creature looks roughly like a sea lion, but it has The tusks are used for fighting, for climbing on both land
flexible hind flippers, a thick, heavy neck, a broad muzzle that and ice, and for emergencies of various kinds. The tusks are
bears a bristly moustache, and huge tusks. as effective as a pickaxe. Tusks are used a great deal in
mutual display, with the strongest animals (usually with the
Walruses are the largest pinnipeds in arctic and subarctic largest tusks) being dominant over the others. When animals
seas. They are most commonly found in relatively shallow on an ice floe are disturbed, which happens frequently, they
water areas, close to ice or land. Walruses are most will raise their heads high, prominently showing their tusks.
noteworthy for their huge tusks. These tusks, which are Animals with smaller tusks will usually move away or
elongated upper canine teeth, are present in both males and become respectfully quiet. The only serious battles (and these
females. Adult bulls often approach 2 tons in weight, and the are quite brutal) are between animals of the same body and
females may exceed 1 ton. Their larger size, broad muzzle, tusk size.
heavy tusks, and the presence of numerous large bumps can Cows will not abandon their calves, and vice versa.
recognize adult bulls on the neck and shoulders. Walruses, especially young males, will push dead and badly
wounded animals off an ice floe, out of the reach of the
hunters. They will frequently return to an ice floe for as long
as wounded animals continue to bellow.

Huge beast, unaligned

Armor Class 11
Hit Points 57 (6d12 + 24)
Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 12 (+1) 18 (+4) 3 (-4) 11 (+0) 5 (-2)

Damage Resistances cold


Skills Perception +3
Senses passive Perception 13
Languages -
Challenge 3 (700 XP)

Keen Hearing and Smell. The walrus has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Hold Breath. The walrus can hold its breath for 10 minutes.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
P a g e | 85

The arctic whale feeding mechanism is most proficient at


filtering a “thin soup” rather than gulping dense masses of
prey. Arctic whales feed by swimming with their mouths open
and straining zooplankton out of the water with their baleen.
Their teeth are fringed with fine bristles that act as a hairy
curtain to sieve food out of the water. Arctic whales feed at all
depths, from the surface to the bottom. Their primary foods
are copepods, euphausiids, and other invertebrates, typically
0.12 - 1.18 inches long.
This large, robust whale is much less streamlined than When arctic whales can't find open water, they push up
other whales, with a massive head and mouth. hummocks in thin ice or break holes in ice up to 2 feet thick.
Arctic whales swim fairly slowly, generally 2 to 4 miles per
An arctic whale's upper jaw is arched upward, and paired hour. When migrating they make long dives, generally from 6
blowholes are located at the peak of the elevated “crown.” to 17 minutes, and then usually surface for a series of four to
This large, bow-shaped head distinguishes arctic whales from nine blows. Dives of up to 30 minutes have been recorded.
other whales. Arctic whales have short, wide flippers. Their Arctic whale whales are very vocal and use underwater
flukes are very broad, equaling one-third of the body length. sounds to communicate while traveling, feeding, and
They have very thick blubber, up to 1½ feet, which is used for socializing. Some arctic whales produce long repetitive songs
insulation, food storage, and padding, and heavy bone that may be related to mating display. They also breach, tail
structure in their skulls for breaking ice. Maximum size of slap, and spy-hop, which may also be mating display.
arctic whales is about 60 feet and over 120,000 pounds. Their
life span is similar to humans.

Gargantuan beast, unaligned

Armor Class 16 (natural armor)


Hit Points 198 (12d20 + 72)
Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA


26 (+8) 13 (+1) 22 (+6) 3 (-4) 12 (+1) 6 (-2)

Damage Resistances cold


Skills Perception +4
Senses blindsight 120 ft., passive Perception 14
Languages -
Challenge 11 (7,200 XP)

Echolocation. The arctic whale can't use its blindsight while deafened.
Hold Breath. The arctic whale can hold its breath for 60 minutes.
Keen Hearing. The arctic whale has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS

Multiattack. The arctic whale makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 8) piercing damage. If the target is a Large or smaller
creature, it must succeed on a DC 13 Dexterity saving throw or be swallowed by the arctic whale. A swallowed creature has total
cover against attacks and other effects outside the arctic whale, and it takes 3 (1d6) acid damage at the start of each of the arctic
whale's turns. If the arctic whale takes 30 damage or more on a single turn from a creature inside it, the arctic whale must succeed
on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space
within 10 feet of the arctic whale. If the arctic whale dies, a swallowed creature can escape from the corpse by using 20 feet of
movement, exiting prone.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (3d6 + 8) bludgeoning damage, or 37 (6d6 + 16) bludgeoning
damage if the target is an object.
86 | P a g e

Wolves are carnivores, moose and/or caribou are their


primary food, with sheep being important in limited areas.
Black-tailed deer, mountain goats, and beaver are the most
important sources of food. During summer, small mammals
including voles, lemmings, ground squirrels, snowshoe hares,
beaver, and occasionally birds and fish are supplements in the
diet. Since wolves are opportunistic, very young, old, or
diseased animals are preyed upon more heavily than other age
classes. Under some circumstances, however, such as when
snow is unusually deep, even animals in their prime may be
vulnerable to wolves.

Medium beast, unaligned

Armor Class 13 (natural armor)


Hit Points 13 (2d8 + 4)
Speed 40 ft., burrow 5 ft.

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 6 (-2)

Damage Resistances cold


Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages -
Challenge 1 (200 XP)

Ice Walk. The arctic wolf can move across and climb icy
surfaces without needing to make an ability check.
Additionally, difficult terrain composed of ice or snow doesn't
cost it extra movement.
Keen Hearing and Smell. The arctic wolf has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The arctic wolf has advantage on an attack roll
against a creature if at least one of the arctic wolf's allies is
within 5 feet of the creature and the ally isn't incapacitated.
Snow Camouflage. The arctic wolf has advantage on
Dexterity (Stealth) checks made to hide in snowy terrain.

The pelt color of this wolf ranges from black to nearly ACTIONS
white, including every shade of gray and tan.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Gray or black wolves are most common, and the relative Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it
abundance of each color phase varies over time and from must succeed on a DC 12 Strength saving throw or be
place to place. Most adult male wolves weigh from 85 to 115 knocked prone.
pounds, but they occasionally reach 145 pounds.
Wolves are highly social animals and usually live in packs
that include parents and pups of the year. Larger packs may
have two or three litters of pups from more than one female.
Some yearlings may stay with the pack. A dominance
hierarchy characterizes the social order in the pack with a
separate rank order among females and males.
P a g e | 87

Wolverines are active at any time of day, year round. They


have tremendous physical endurance and can travel up to 40
miles a day in search of food. Wolverines have been known to
steal furbearers from traps and to damage cabins. Wolverines
travel extensively in search of food. Home range sizes are
vast, with adult males using areas up to 240 square miles. It
appears that few wolverines live longer than 5 to 7 years in
the wild.
Wolverines are opportunistic, eating about anything they
can find or kill. They are poor hunters but are well adapted for
This curious creature has a thick body, short legs, short scavenging. They will rarely attack any predator larger than
ears, and a broad flat head. itself, like a wolf or a bear. Wolverines will fiercely defend a
food source or its territory against other wolverines or smaller
Also known as devil bear, carcajou, or woods devil, predators however. The wolverine has a powerful jaw and
wolverines occur in small numbers throughout their range and large neck muscles allowing it to crush and utilize bones and
require large expanses of wilderness. The long dense fur of frozen flesh. Also, wolverines can survive for long periods on
the wolverine is generally dark brown to black with a creamy little food. Their diet reflects annual and seasonal changes in
white to gold stripe running from each shoulder along the food availability. In the winter, wolverines primarily rely on
flanks to the base of the tail. The wolverine is primarily a remains of moose and caribou killed by wolves and hunters or
scavenger and has large teeth and powerful jaws to crush animals that have died of natural causes. Throughout the year,
bones and eat frozen meat. Adult males generally weigh 20- wolverines feed on small and medium-sized animals such as
45 pounds while adult females weigh 15-30 pounds. Its non- voles, squirrels, snowshoe hares, and birds.
retractable claws are long and curved.

Medium beast, unaligned

Armor Class 14 (natural armor)


Hit Points 25 (3d8 + 12)
Speed 30 ft., burrow 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 19 (+4) 2 (-4) 12 (+1) 4 (-3)

Damage Resistances cold


Senses darkvision 30 ft., passive Perception 13
Languages -
Challenge 1 (200 XP)

Aggressive. As a bonus action, the wolverine can move up to its speed toward a hostile creature that it can see.
Ice Walk. The wolverine can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult
terrain composed of ice or snow doesn't cost it extra movement.
Keen Smell. The wolverine has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS

Multiattack. The wolverine makes two melee attacks: one with its claws and one with it bite.
• Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
• Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
88 | P a g e

Prehistoric Creatures
Prehistoric creatures tend to be much larger than their modern descendants. In some cases, there is no modern equivalent as
these creatures are progenitors of species that later died out. In a primal campaign, an arms race of size and ferocity ensures
creatures get bigger and more aggressive.
For the purposes of distinguishing between the two, the term "dire" is used to denote a prehistoric version of a creature that
realistically portrays its size. "Giant" is used to identify creatures that are larger than their prehistoric counterparts, often sized up
to make them more of an interesting threat. Some creatures, like the giant eagle and owl, have basic sentience (2 Intelligence) as
befitting a primal campaign.
The following creatures can be found from the core rulebook: axe beak, dire wolf (canis dirus), giant bat (icaronycteris), giant
boar (daeodon), giant centipede (euphoberia), giant constrictor snake (titanoboa), giant crab (pseudocarcinus), giant crocodile
(deinosuchus), giant eagle (hieraaetus), giant frog (beelzebufo), giant goat (budorcs), giant hyena (hyaenodon), giant lizard
(megalania), giant octopus (taningia), giant owl (ornimegalonyx), giant poisonous snake (laophis), giant rat (josephoartigasia),
giant scorpion (pulmonoscorpius), giant shark (dunkleosteus), giant spider (megarachne), giant toad (beelzebufo), giant vulture
(argentavis), giant wasp (vespa), giant weasel (megalicitis), mammoth (mammuthus), saber-toothed tiger (smilodon).

This bear-dog has a large, robust build, a heavy tail, thick


neck, long limbs, and teeth like a wolf.

The bear-dog lives on its own, unlike wolves, eating


whatever it can catch. It will ambush prey but will also pursue
it at a long, sloping gait until it tires. When it catches its prey,
it grabs its victims using its powerfully-muscled forelimbs
before tearing into its prey's neck using its large, strong
canines.

Large beast, unaligned

Armor Class 15 (natural armor)


Hit Points 66 (7d10 + 28)
Speed 50 ft., swim 30 ft.

STR DEX CON INT WIS CHA


21 (+5) 13 (+1) 20 (+5) 2 (-4) 12 (+1) 6 (-2)

Skills Perception +3, Stealth +3


Senses passive Perception 13
Languages -
Challenge 3 (700 XP)

Keen Hearing and Smell. The bear-dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS

Multiattack. The bear-dog makes two attacks: one with its bite and one with its claws.
• Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. If the target is a creature, it
must succeed on a DC 15 Strength saving throw or be knocked prone.
• Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
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This bear-sized beast has toes that turn inward and an


enormous snout.

The bunyip is nearly ten feet long and weighs over six
thousand pounds. Although they are generally peaceful
herbivores, the males will not hesitate to attack intruders in
their domain, particularly during mating season. Bunyip bulls
have a terrifying bellow that warns all in the marsh to steer
clear, and most creatures have an instinctive fear of the sound.
Bunyips are not without their defenses. If engaged, their
huge maw sports wicked incisors that can tear flesh; bunyips
will shake their heads wildly when biting, inflicting grievous
wounds.

Huge beast, unaligned

Armor Class 12 (natural armor)


Hit Points 76 (8d12 + 24)
Speed 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA


22 (+6) 9 (-1) 17 (+3) 2 (-4) 11 (+0) 7 (-2)

Senses passive Perception 10


Languages -
Challenge 5 (1,800 XP)

Hold Breath. The bunyip can hold its breath for 30 minutes.
Keen Hearing and Smell. The bunyip has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Trampling Charge. If the bunyip moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same
turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the bunyip can make
one stomp attack against it as a bonus action.

ACTIONS

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. If the target is a creature, it suffers a
lingering wound that causes it to take 4 (1d8) necrotic damage at the start of each of its turns. Each time the bunyip hits the
wounded target with this attack, the damage dealt by the wound increases by 4 (1d8). The wound ends if the target regains hit
points or if a creature uses an action to stanch the wound, which requires a successful DC 15 Wisdom (Medicine) check.
Baleful Baying. Every enemy within 300 feet of the bunyip that can hear it must succeed on a DC 13 Wisdom saving throw or be
frightened until the end of the bunyip's next turn or until the bunyip is incapacitated. A frightened target that starts its turn within
30 feet of the bunyip must use all its movement on that turn to get as far from the bunyip as possible, must finish the move before
taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the
baying of all bunyips for the next 24 hours.
90 | P a g e

This enormous primate has a face like an orangutan's but


strides along on its knuckles like a gorilla.

The dire ape is a ground dweller that walks on its knuckles.


Its teeth are perfect for chewing on fibrous plants, which
makes up its primary diet. Though they seem docile and are
fond of sitting place, eating fruits and vegetables, they will
not hesitate to defend themselves if attacked. Their life on the
ground ensures that they are frequently challenged, and males
will beat their chests and hoot before engaging intruders.
Males develop distinctive sagittal crests and large cheek pads
known as flanges, which shows their rank in their tribe. They
are surprisingly intelligent and capable of using tools,
communicating with each other, and adapting their behavior
to external factors like predators.

Large beast, unaligned

Armor Class 13 (natural armor)


Hit Points 51 (6d10 + 18)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 7 (-2)

Skills Athletics +6, Perception +3


Senses passive Perception 13
Languages -
Challenge 2 (450 XP)

ACTIONS

Multiattack. The dire ape makes three attacks: one with its bite and two with its fists.
• Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage.
• Fist. Melee Weapon Attack: +6 to hit. reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Rock. Ranged Weapon Attack: +6 to hit, range 25/50 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
P a g e | 91

defensive weapon. Dire armadillos retract their heads and


swing their tails at anything that appears threatening.
The dire armadillo is a generalist feeder and use its sense of
smell to track down anything it can catch, which includes
beetles, cockroaches, wasps, yellow jackets, fire ants,
scorpions, spiders, snails, and white grubs. They will eat
reptiles and amphibians, eggs, and fruit, fungi or plants as the
opportunity presents itself. Curiously, dire armadillos almost
always give birth to identical quadruplets. They live for up to
twenty years.
This armored beast is 13 feet long and 5 feet tall. It has four Dire armadillos are nocturnal and spend most of their time
short legs and powerful jaws made for grinding vegetation. Its walking and feeding. When attacked, they wedge themselves
most notable feature is the large club-like spiked tail. in surrounding soil and grab onto it so that their armor
touches the ground, leaving no gaps. Dire armadillos can use
This well-armored animal has heavy, dome-shaped body their claws if need be, rising up on their hind legs to the
armor and rings of bony armor on its long tail. The tail has surprise of many a would-be predator.
mace-like protrusions at its end that makes for a fearsome

Large beast, unaligned

Armor Class 15 (natural armor)


Hit Points 51 (6d10 + 18)
Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 16 (+3) 2 (-4) 13 (+1) 5 (-3)

Senses tremorsense 30 ft., passive Perception 11


Languages -
Challenge 4 (1,100 XP)

Hold Breath. The dire armadillo can hold its breath for six minutes.
Keen Smell. The dire armadillo has advantage on Wisdom (Perception) checks that rely on smell.
Shell. The dire armadillo can use a bonus action to dig down and only present its shell, or dig out again. While retracted, the dire
armadillo gains a +4 bonus to AC, can’t use its claws attack, and it has a speed of 0 and can't benefit from bonuses to speed.
Sure-Footed. The dire armadillo has advantage on Strength and Dexterity saving throws made against effects that would knock it
prone.

ACTIONS

Multiattack. The dire armadillo makes two attacks: one with its claws and one with its tail.
• Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
• Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage. If the target is a creature, it
must succeed on a DC 14 Strength saving throw or be knocked prone.
92 | P a g e

This massive bear is 12-feet long and on all fours it's tall
enough to look a man in the eye.

Dire bears are one of the most terrifying predators on the


open plains. Their long limbs allow them to reach speeds of
up to 40 miles per hour in short bursts, which makes them
particularly dangerous given their reach. Fortunately, they can
only sustain these speeds in short bursts. Due to their size and
nutritional requirements, dire bears are omnivorous and will
eat anything they can catch, including the kills of other
predators.

Large beast, unaligned

Armor Class 17 (natural armor)


Hit Points 95 (10d10 + 40)
Speed 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 15 (+2) 19 (+4) 2 (-4) 13 (+1) 10 (+0)

Skills Perception +4
Senses passive Perception 14
Languages -
Challenge 5 (1,800 XP)

Burst of Speed (Recharge 6). The dire bear can take the Dash action as a bonus action.
Charge. If the dire bear moves at least 20 feet straight toward a target and then hits it with a claws attack on the same turn, the
target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be
knocked prone.
Keen Smell. The dire bear has advantage on Wisdom (Perception) checks that rely on smell.
Relentless (Recharges after a Short or Long Rest). If the dire bear takes 10 damage or less that would reduce it to 0 hit points, it is
reduced to 1 hit point instead.

ACTIONS

Multiattack. The dire bear makes two attacks: one with its bite and one with its claws.
• Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
• Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
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This huge, wooly beast has a horn spread wider than that of
a man laying sideways, with an enormous hump and a great,
shaggy hide.

Dire bison are herd animals that have developed strategies


to cope with the ever-increasing size of land predators. Their
horns have grown to massive size as a result and they are
fiercer and more territorial than other bovines.
Dire bison can be tracked long before they are actually seen
due their habit of rubbing their horns against trees, which
leave telltale marks. Dire bison also wallow in mud as a
hygienic measure, which means they can also be detected by
scent at a distance.
Dire bison will charge any creature they perceive to be a
threat, and are powerful enough in groups to threaten the most
determined predators.

Huge beast, unaligned

Armor Class 13 (natural armor)


Hit Points 63 (6d10 + 24)
Speed 50 ft.

STR DEX CON INT WIS CHA


22 (+6) 10 (+0) 18 (+4) 2 (-4) 10 (+0) 4 (-3)

Senses passive Perception 10


Languages -
Challenge 4 (1,100 XP)

Trampling Charge. If the dire bison moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same
turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the dire bison can make
one stomp attack against it as a bonus action.

ACTIONS

Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.
94 | P a g e

The largest herbivore in its territory, the dire bull stands as


high as 71 inches tall at the shoulder and weighs over 3,000
pounds. Their horns reach over 30 inches in length and are up
to 8 inches in diameter.
Dire bulls form herds of no more than 30, with social status
determined by battles. The females are considerably smaller
than the males. In the late summer and autumn season, dire
bulls battle viciously for dominance, sometimes to the death.
Healthy adults fear few predators, although wolves, lions,
tigers, hyenas, and bears will attack the sick and young.
Dire bulls are fast and aggressive and will not hesitate to
attack any being they perceive a threat. Killing them is
considered a sign of strength and bravery, and their horns
serve as drinking horns for those who can defeat them. Belts
This is the largest bull you've ever seen, with massive horns
and a mean disposition. Unlike other cattle, its legs are are made from the dire bull's hair while they are still alive,
longer and its skull heavier to carry its horns. It is all black which is believed to increase fertility. There is also a cross-
like bone in its heart which is believed to bestow magical
with a white stripe down its back and has curly forelocks.
powers.

Large beast, unaligned

Armor Class 14 (natural armor)


Hit Points 57 (6d10 + 24)
Speed 50 ft.

STR DEX CON INT WIS CHA


20 (+5) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 6 (-2)

Senses passive Perception 11


Languages -
Challenge 3 (450 XP)

Charge. If the dire bull moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the
target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be
knocked prone.

ACTIONS

Gore. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
P a g e | 95

Large beast, unaligned

Armor Class 13 (natural armor)


Hit Points 42 (5d10 + 15)
Speed 50 ft.

STR DEX CON INT WIS CHA


20 (+5) 15 (+2) 17 (+3) 2 (-4) 13 (+1) 4 (-3)

Senses passive Perception 11


Languages -
Challenge 1 (200 XP)

Keen Smell. The aepycamelus has advantage on Wisdom


(Perception) checks that rely on smell.

ACTIONS

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


This long-necked beast looks like a cross between a giraffe Hit: 7 (1d4 + 5) piercing damage.
and a camel. Its head stands 10 feet above ground. Kick. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 8 (1d6 + 5) bludgeoning damage.
Dire camels are prairie dwellers that inhabits dry grasslands Blinding Spittle (Recharge 5–6). The dire camel spits a glob at
with trees. It moves singly or in small groups, where it a creature it can see within 15 feet. The creature must
browses leaves. It has few competitors. succeed on a DC 12 Dexterity saving throw or be blinded until
the end of the dire camel's next turn.
96 | P a g e

This huge elk has a majestic crown of antlers on its head


that are twice as wide as a man's height.

The dire elk is a gigantic version of its peaceful counterpart,


with massive antlers to protect it against proportionately
larger predators.
The dire elk's antlers are massive, up to 14 feet across and
weighing over 100 lbs. alone. Dire elk are most aggressive
during mating season, when males clash in spectacular
fashion, often tearing up the countryside in the process.

Huge beast, unaligned

Armor Class 14 (natural armor)


Hit Points 57 (6d12 + 24)
Speed 60 ft.

STR DEX CON INT WIS CHA


19 (+4) 16 (+3) 16 (+3) 2 (-4) 14 (+2) 10 (+0)

Skills Perception +4
Senses passive Perception 14
Languages -
Challenge 2 (450 XP)

Charge. If the dire elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target
takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Keen Smell. The dire elk has advantage on Wisdom (Perception) checks that rely on smell.
Running Leap. The dire elk’s long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.

ACTIONS

Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.
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The dire lizard reaches lengths of over twenty feet long and
can weigh in excess of 4,000 lbs. It feeds mostly on medium
or large beasts, along with other reptiles, mammals, any
young it can catch and their eggs. They have heavily-built
limbs made for bursts of speed with a jaw full of serrated,
blade-like teeth. It can run up to six miles per hour.
As if they weren't dangerous enough, dire lizards possess
toxin-secreting oral glands in their jaws that act as an
anticoagulant, ensuring anything they bite suffers further from
This titanic lizard is several man-lengths long, including its a decrease in blood pressure and systemic shock.
tail, and slithers along at high speed towards you!

Huge beast, unaligned

Armor Class 14 (natural armor)


Hit Points 103 (9d12 + 45)
Speed 30 ft., climb 30 ft., swim 20 ft.

STR DEX CON INT WIS CHA


21 (+5) 11 (+0) 20 (+5) 2 (-4) 12 (+1) 7 (-2)

Skills Stealth +4
Senses darkvision 60 ft., passive Perception 11
Languages -
Challenge 6 (2,300 XP)

Hold Breath. The lizard can hold its breath for 30 minutes.

ACTIONS

Multiattack. The lizard makes two attacks: one with its bite and one with its tail.
• Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage plus 14 (4d6) poison damage,
and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the lizard can't bite another
target.
• Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the lizard. Hit: 14 (2d8 + 5) bludgeoning damage.
If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
98 | P a g e

This creature looks like a long, furry crocodile.

Dire otters have a long, broad, and powerful snout, and eyes
near the top of the head. Dire otters have a narrow,
streamlined body, and heavy, pachyostotic ribs. It has webbed
feet and lacks a tail fluke.
Dire otters hunt like a crocodile, waiting near the water's
surface and ambushing large mammals, using the jaws to
clamp onto and drown or thrash prey. they swim much like a
river otter, alternating beats of the hind limbs while keeping
the forelimbs tucked in for most of its propulsive power, as
well as undulating the torso and tail. On land, dire otters
walks much like a sea lion.

Large beast, unaligned

Armor Class 12 (natural armor)


Hit Points 44 (7d10 + 7)
Speed 15 ft., swim 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 10 (+0) 13 (+1) 2 (-4) 12 (+1) 9 (-1)

Skills Perception +3
Senses blindsight 120 ft., passive Perception 13
Languages -
Challenge 1 (200 XP)

Echolocation. The dire otter can't use its blindsight while deafened.
Hold Breath. The dire otter can hold its breath for 15 minutes.
Keen Hearing. The dire otter has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage. The target is grappled (escape DC
13). Until this grapple ends, the target is restrained, and the dire otter can't bite another target.
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Huge beast, unaligned

Armor Class 13 (natural armor)


Hit Points 95 (10d12 + 42)
Speed 50 ft.

STR DEX CON INT WIS CHA


23 (+6) 10 (+0) 17 (+3) 2 (-4) 13 (+1) 6 (-2)

Skills Perception +4
Senses passive Perception 14
Languages -
Challenge 5 (1,800 XP)

This powerfully-built quadruped walks on four stocky Charge. If the dire rhinoceros moves at least 20 feet straight
hoofed legs and has a huge horn on its forehead that is over toward a target and then hits it with a gore attack on the
six feet long. same turn, the target takes an extra 16 (3d10) bludgeoning
damage. If the target is a creature, it must succeed on a DC
Dire rhinoceroses are anywhere from 16 to 26 ft long and 17 Strength saving throw or be knocked prone.
weigh roughly 3.5 to 4.5 tons. Its teeth are tall-crowned and Keen Smell. The dire rhinoceros has advantage on Wisdom
covered with cement and wrinkled enamel. (Perception) checks that rely on smell.
Like the traditional rhinoceroses, the dire rhinoceros is an
ACTIONS
herbivorous grazer. It is easily agitated and will charge should
it feel threatened.
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 22 (3d10 + 6) bludgeoning damage.
100 | P a g e

This beast has peg-like teeth, powerful jaws, and a thick,


short tail. It has three hook-like claws on each foot.

A dire sloth is a huge, bulky, slow-moving mammal, the


largest of the ground sloths. Dire sloths are about the size of
an elephant, roughly 20 feet long and weighed about 3-4 tons.
Dire sloths are also called megatherium, which means "great
beast." It is primarily a quadruped.
Dire sloths eat leaves, shoots, roots, and fruit. A dire sloth
eats leaves from the tops of trees while standing upright on its
hind legs, using its tail to balance.
Dire sloths have wicked claws they can use in combat to
defend themselves if need be.

Huge beast, unaligned

Armor Class 13 (natural armor)


Hit Points 115 (10d12 + 50)
Speed 10 ft., climb 10 ft., swim 10 ft.

STR DEX CON INT WIS CHA


22 (+6) 7 (-2) 20 (+5) 2 (-4) 12 (+0) 4 (-3)

Senses tremorsense 30 ft., passive Perception 10


Languages -
Challenge 4 (1,100 XP)

Keen Smell. The dire sloth has advantage on Wisdom (Perception) checks that rely on smell.
Plant Camouflage. The dire sloth has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant
life.

ACTIONS

Multiattack. The dire sloth makes two attacks: one with its bite and one with its claws.
• Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage.
• Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
P a g e | 101

Huge beast, unaligned

Armor Class 15 (natural armor)


Hit Points 115 (10d12 + 50)
Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 10 (+0) 21 (+5) 2 (-4) 12 (+1) 5 (-3)

Senses darkvision 60 ft., passive Perception 11


Languages -
This massive turtle is 15-feet in diameter with a leathery Challenge 4 (1,100 XP)
carapace featuring a row of small ridges. It has an especially
hooked beak. Amphibious. The dire turtle can breathe air and water.
Stable. Whenever an effect knocks the dire turtle prone, it
The dire turtle is a marine predator capable of crushing can make a DC 10 Constitution saving throw to avoid being
mollusks in its powerful jaws, which can shear flesh in knocked prone. A prone turtle is upside down. To stand up, it
combat if needed. Dire turtles come onshore to nest; like other must succeed on a DC 10 Dexterity check on its turn and then
turtles, it digs out a hollow in the sand, lays several dozens of use all its movement for that turn.
eggs, and takes no part in child rearing.
ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 22 (4d8 + 4) slashing damage.
102 | P a g e

Dire vultures lay one or two eggs every two years. The
birds incubate over the winter, mates exchanging duties of
incubating and procuring food every few days, and the young
are independent after some 16 months, but not fully mature
until aged about a dozen years. Given their size, dire vultures
suffer hardly any predation, and mortality is mainly from old
age, accidents and disease.
Dire vultures fly mainly by soaring, using flapping flight
only during short periods. They roost in mountains and use
the slopes and headwinds to take off, and but can do so from
even gently sloping terrain with little effort. They scan large
areas of land from aloft for carrion, coasting on thermal
updrafts. Unlike vultures, dire vultures will track other
This enormous vulture has a wingspan of over 24 feet and predators from above, swooping down to intimidate and scare
stands at the height of a man. off hunters with their enormous wings. Dire vultures ambush
smaller prey by swooping down, snatching its food, and
swallowing it without landing.

Huge beast, unaligned

Armor Class 12
Hit Points 63 (6d12 + 24)
Speed 10 ft., fly 80 ft.

STR DEX CON INT WIS CHA


19 (+4) 15 (+2) 19 (+4) 2 (-4) 14 (+2) 9 (-1)

Skills Perception +4
Senses passive Perception 14
Languages -
Challenge 4 (1,100 XP)

Dive Attack. If the dire vulture is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an
extra 10 (3d6) damage to the target.
Flyby. The dire vulture doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Keen Sight and Smell. The dire vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

ACTIONS

Multiattack. The dire vulture makes two attacks: one with its beak and one with its talons.
• Beak. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage and the target is grappled
(escape DC 14). Until this grapple ends, the target is restrained, and the dire vulture can't use its talons on another target.
• Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.
Swallow. Melee Weapon Attack: +6 to hit, reach 5 ft., one Small or smaller creature the dire vulture is grappling. Hit: 17 (3d8 + 4)
piercing damage. The target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover
against attacks and other effects outside the lizard, and it takes 10 (3d6) acid damage at the start of each of the dire vulture's turns.
The dire vulture can have only one target swallowed at a time. If the dire vulture dies, a swallowed creature is no longer restrained
by it and can escape from the corpse using 10 feet of movement, exiting prone.
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This carnivorious marsupial is thirty inches high at the


shoulder and five feet from head to tail. It has powerfully built
jaws, very strong forelimbs, and retractable claws that make
it perfect for climbing trees.

The drop bear's retractable claws allow it to remain sharp


without being worn down from use, ensuring they're ready for
use on prey and climbing trees. Drop bears leap down on their
prey, using their enlarged "thumb" to grapple targets and drag
them back into the trees. Drop bears are adapted to hunting
large animals, and thus will ignore smaller prey. They aren't
particularly fast runners and are much more interested in
ambushing prey they can catch by surprise. They cache what
they can't eat in tree limbs and burrow beneath trees on hot
days.

Medium beast, unaligned

Armor Class 14 (natural armor)


Hit Points 32 (5d8 + 10)
Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 14 (+2) 3 (-4) 13 (+1) 6 (-2)

Skills Perception +3, Stealth +4


Senses passive Perception 13
Languages -
Challenge 2 (450 XP)

Ambusher. In the first round of a combat, the drop bear has advantage on attack rolls against any creature it surprised.
Plant Camouflage. The drop bear has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant
life.
Keen Senses. The drop bear has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

ACTIONS

Multiattack. The drop bear makes two attacks: one with its claws and one with its bite.
• Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
• Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. The target is also grappled
(escape DC 13). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the
drop bear has advantage on attack rolls against it and can't use this attack against other targets. When the drop bear moves,
any Medium or smaller target it is grappling moves with it.
Drop. Melee Weapon Attack: +4 to hit, one creature directly underneath the drop bear. Hit: 3 (1d6) slashing damage per 10 feet
fallen, up to 21 (6d6). Miss: The drop bear takes half the normal falling damage for the distance fallen.
104 | P a g e

This beast has the shortened face of a horse, the neck of an


ox, the arms and shoulders of a massive ape, the front claws
of an anteater and short rear legs to support its massive bulk.
It shambles along with most of its weight on its short but
strong hind legs. The long front legs have enormously long,
curved claws.

As an herbivore, gravel-beasts are fussy eaters, feasting


only the freshest shoots. Their claws are so long that the
beasts are for forced to walk on their knuckles.

Large beast, unaligned

Armor Class 15 (natural armor)


Hit Points 51 (6d10 + 18)
Speed 40 ft.

STR DEX CON INT WIS CHA


21 (+5) 13 (+1) 20 (+5) 2 (-4) 12 (+1) 6 (-2)

Skills Perception +3
Senses passive Perception 13
Languages -
Challenge 2 (450 XP)

Keen Smell. The gravel-beast has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
P a g e | 105

This gargantuan creature has a horse-like head, a long,


and elephantine, stumpy legs that tower over all it surveys.

At nearly 30 feet tall and over 40,000 lbs., the indrik is


known as the king of all animals, synonymous with
mountains. When it stirs, the earth trembles. Because of their
enormous size, they wallow in mud during the day and roam
the forests at night, stripping entire forests bare as they
consume any vegetable matter within reach. They roam in
small herds, consisting of females and their calves. Indriks
have few predators given their size, though the young are
vulnerable to the bold.

Huge beast, unaligned

Armor Class 15 (natural armor)


Hit Points 217 (14d12 + 70)
Speed 30 ft.

STR DEX CON INT WIS CHA


25 (+7) 10 (+0) 20 (+5) 2 (-4) 13 (+1) 4 (-3)

Senses passive Perception 11


Languages -
Challenge 10 (5,900 XP)

Charge. If the indrik moves at least 20 feet straight toward a target and then hits it with a stomp attack on the same turn, the target
takes an extra 23 (5d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be
pushed up to 20 feet away from the indrik and knocked prone.
Siege Monster. The indrik deals double damage to objects and structures.

ACTIONS

Stomp. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 43 (5d12 + 10) bludgeoning damage, and the target must
succeed on a DC 19 Strength saving throw or be knocked prone.
106 | P a g e

This fanged beast is as tall as a horse and must weigh


nearly a ton. It has hooves on its feet instead of claws.

Land whales are both meat-eaters and scavengers of


opportunity. Despite their appearance, they are not related to
canines or even hoofed mammals, but rather whales. They can
grow to 18 feet long, with their shoulders at the height of a
man, and weigh over 2,000 lbs. They hunt along coastlines for
prey and corpses.

Huge beast, unaligned

Armor Class 14 (natural armor)


Hit Points 103 (9d12 + 45)
Speed 40 ft.

STR DEX CON INT WIS CHA


21 (+5) 13 (+1) 20 (+5) 2 (-4) 12 (+1) 6 (-2)

Skills Perception +3
Senses passive Perception 13
Languages -
Challenge 4 (1,100 XP)

Keen Hearing. The land whale has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (5d6 + 5) piercing damage and the target is grappled (escape
DC 15). Until this grapple ends, the target is restrained, and the land whale can't bite another target.
Swallow. Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature the land whale is grappling. Hit: 23 (5d6 + 5)
piercing damage. The target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover
against attacks and other effects outside the land whale, and it takes 10 (3d6) acid damage at the start of each of the land whale's
turns. The land whale can have only one target swallowed at a time. If the land whale dies, a swallowed creature is no longer
restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
P a g e | 107

This huge elephantine beast is covered in thick, shaggy


hair.

Woolly mammoth weigh up to seven tons and are about 10


to 12 feet high at the shoulder, with a domed head, a hump of
fat on their backs to weather severe winters, a short tail, small
ears to conserve body heat, and a shorter trunk with two
fingerlike ends that can be used to manipulate grasses. They
are covered in long dark hair up to three feet long with four
inches of insulating fat underneath the skin.
Woolly mammoth make intimidating mounts, but they
drink over 40 gallons of water and eat 600 pounds of
vegetation a day. A woolly mammoth mount can forage for
itself as it moves, but it moves a third of its movement rate.
By far the most impressive feature of a woolly mammoth's
is its curving tusks, ranging from nine to 15 feet long. They
use these tusks for plowing through snow to get to grasses and
tundra plants, and even to break ice to get to water.

Huge beast, unaligned

Armor Class 15 (natural armor)


Hit Points 126 (11d12 + 55)
Speed 40 ft.

STR DEX CON INT WIS CHA


21 (+5) 10 (+0) 21 (+5) 3 (-4) 13 (+1) 6 (-2)

Damage Resistances cold


Senses passive Perception 11
Languages -
Challenge 8 (3,900 XP)

Ice Walk. The woolly mammoth can move across and climb icy surfaces without needing to make an ability check. Additionally,
difficult terrain composed of ice or snow doesn't cost it extra movement.
Keen Hearing and Smell. The woolly mammoth has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Trampling Charge. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same
turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the mammoth can
make one stomp attack against it as a bonus action.

ACTIONS

Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 27 (4d10 + 5) bludgeoning damage.
108 | P a g e

This huge rhinoceros is covered in shaggy fur.

The woolly rhinoceros is widespread throughout the tundra


of northern Eurasia during the Pleistocene epoch. It is well
adapted to the cold, with thick, shaggy fur, small ears, short
legs, and a massive body, all of which help lessen heat loss.
The woolly rhinoceros has long, gray-brown, shaggy fur and
two large horns. The larger horn, at the tip of the snout, can
grow up to 3 feet long in mature males. The woolly rhino is
about 11 feet long and seven feet high at the shoulder.
Like the traditional rhinoceros, the woolly rhino is an
herbivorous grazer. It is easily agitated and will charge should
it feel threatened.

Large beast, unaligned

Armor Class 12 (natural armor)


Hit Points 105 (10d10 + 50)
Speed 40 ft.

STR DEX CON INT WIS CHA


21 (+5) 10 (+0) 21 (+5) 2 (-4) 12 (+1) 6 (-2)

Damage Resistances cold


Skills Perception +4
Senses passive Perception 14
Languages -
Challenge 5 (1,800 XP)

Charge. If the woolly rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn,
the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw
or be knocked prone.
Keen Hearing and Smell. The woolly rhinoceros has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
P a g e | 109

Supernatural Creatures
In primal campaigns that feature magic, these creatures are most often found as a result of the encroaching glaciers. They live
on or within the glacier, and some, like ice elementals, may be spawned from the ice itself. Creatures within 100 miles of a
glacier will begin encountering these supernatural denizens, who battle for dominance against prehistoric creatures.
The following creatures can be found from the core rulebook: frost giant, frost worm, remorhaz, and winter wolf. Monsters
from Greek myth are common in Hyperborea (see 5E RPG: Ancient Adventures) as are Lovecraftian horrors (see 5E RPG:
Lovecraftian Horrors). The prehistoric, giant creatures of Hyperborea's past and the dinosaurs of Lemuria will be detailed in an
upcoming monster book, 5E Foes: Primal Bestiary.

Almost unknown outside of extremely cold areas, the ice


elemental is a fierce creature whose goal is simple: destroy.
Ice elementals are pure-force brutes. Too dumb to
strategize, the elemental will only burrow into snow and ice if
severely damaged.

Large elemental, neutral

Armor Class 14 (natural armor)


Hit Points 126 (12d10 + 60)
Speed 30 ft., burrow 30 ft. (ice and snow only)

STR DEX CON INT WIS CHA


21 (+5) 13 (+1) 20 (+5) 6 (-2) 11 (+0) 8 (-1)

Damage Vulnerabilities bludgeoning, fire, thunder


Damage Immunities cold, poison
Damage Resistances radiant
Condition Immunities exhaustion, paralyzed, petrified,
poisoned, unconscious
Skills Stealth +4
Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 10
Languages Aquan
Challenge 8 (3,900 XP)

Ice Glide. The elemental can burrow through nonmagical, ice


and snow. While doing so, the elemental doesn't disturb the
material it moves through.
Melt. While in an area of extreme heat, the ice elemental
loses 1d6 hit points at the start of each of its turns.
Transparent. Even when an ice elemental is in plain sight, it
takes a DC 12 Wisdom (Perception) check to spot an ice
elemental that has neither moved nor attacked. A creature
that tries to enter the ice elemental's space while unaware of
the ice elemental is surprised by the ice elemental.

ACTIONS

Multiattack. The elemental makes two slam attacks.


• Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 14 (2d8 + 5) bludgeoning damage.

This vaguely humanoid ice sculpture stalks relentlessly


towards you.
110 | P a g e

This giant is the color of ice with snow frosting its head and
shoulders.

Ice giants are common in deep ice canyons. They are


sometimes mistaken for ice elementals.
Ice giants are not very adept tacticians. They rely on brute
force and their ability to regenerate to win their battles.

Large giant, chaotic evil

Armor Class 14 (natural armor)


Hit Points 110 (13d10 + 36)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 8 (-1) 17 (+3) 9 (-1) 11 (+0) 6 (-2)

Skills Perception +2
Damage Vulnerabilities fire, thunder
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 12
Languages Giant
Challenge 10 (5,900 XP)

Cold Aura. While it's alive, the giant generates an aura of bitter cold that fills the area within 10 feet of it. At the start of the giant's
turn, all nonmagical flames in the aura are extinguished. Any creature that starts its turn within 10 feet of the giant takes 10 (3d6)
cold damage.
Ice Walk. The ice giant can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult
terrain composed of ice or snow doesn't cost it extra movement.
Keen Smell. The ice giant has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The ice giant regains 10 hit points at the start of its turn. If the giant takes fire or thunder damage, this trait doesn't
function at the start of the giant's next turn. The ice giant dies only if it starts its turn with 0 hit points and doesn't regenerate.
Snow Camouflage. The ice giant has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

ACTIONS

Multiattack. The giant makes two attacks with its fists.


• Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Snowball. Ranged Weapon Attack: +3 to hit, range 60 ft., one target. Hit: 13 (2d8 + 4) cold damage.
P a g e | 111

Large construct, unaligned

Armor Class 9
Hit Points 58 (9d8 + 18)
Speed 15 ft. (30 ft. when sliding on snow or ice, 60 ft. sliding
downhill)

STR DEX CON INT WIS CHA


15 (+2) 9 (-1) 14 (+2) 1 (-5) 6 (-2) 1 (-5)

Damage Vulnerabilities fire


Damage Immunities cold, poison; bludgeoning, piercing, and
slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Skills Stealth +1
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 8
Languages -
Challenge 2 (450 XP)

Cold Absorption. Whenever the golem is subjected to cold


damage, it takes no damage and instead regains a number of
hit points equal to the cold damage dealt.
Constructed Nature. The golem doesn't require air, food,
drink, or sleep.
Ice Walk. The snow golem can move across and climb icy
surfaces without needing to make an ability check.
Additionally, difficult terrain composed of ice or snow doesn't
cost it extra movement.
Immutable Form. The golem is immune to any spell or effect
that would alter its form.
Melt. While in an area of extreme heat, the golem loses 1d6
hit points at the start of each of its turns.
Sure-Footed. The golem has advantage on Strength and
Dexterity saving throws made against effects that would
knock it prone.
Snow Camouflage. The snow golem has advantage on
Dexterity (Stealth) checks made to hide in snowy terrain.
This animated pile of snow has a root vegetable for a nose,
sticks for arms, and rocks for eyes and a mouth.
ACTIONS

Snow golems are made of packed snow. They are Multiattack. The golem makes two melee attacks.
traditionally made of two large balls of snow, with a carrot for • Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
a nose, buttons for eyes, and branches for arms. target. Hit: 5 (1d6 + 2) slashing damage.
Snow golems are usually created by druids to defend their Snowball. Ranged Weapon Attack: +0 to hit, range 60 ft., one
frozen territory. Snow golems attack mindlessly at the behest target. Hit: 9 (2d6 + 2) cold damage.
of their creator.
112 | P a g e

This transparent draconic creature suddenly moves!

Resembling a white dragon covered in an icy shell, the ice


drake blends in well with its native environment. It is a more
primitive version of dragons to come and has a feral
intelligence. Like its larger kin, the ice drake enjoys
tormenting anyone it catches in its territory.
The ice drake uses hit-and-run tactics, including its breath
weapon to weaken and take down its targets.

Medium dragon, unaligned

Armor Class 13 (natural armor)


Hit Points 45 (6d8 + 18)
Speed 30 ft., burrow 15 ft., fly 60 ft., climb 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 16 (+3) 4 (-3) 16 (+3) 11 (+0)

Skills Perception +5, Stealth +4


Damage Resistances cold
Senses darkvision 60 ft., passive Perception 12
Languages understands Draconic but can't speak it
Challenge 2 (450 XP)

Ice Walk. The ice drake can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult
terrain composed of ice or snow doesn't cost it extra movement.
Keen Hearing. The ice drake has advantage on Wisdom (Perception) checks that rely on hearing.
Transparent. Even when an ice drake is in plain sight, it takes a DC 12 Wisdom (Perception) check to spot an ice drake that has
neither moved nor attacked. A creature that tries to enter the ice drake's space while unaware of the ice drake is surprised by the
ice drake.

ACTIONS

Multiattack. The ice drake attacks twice, once with its bite and once with its claws.
• Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
• Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Cold Breath (Recharge 5–6). The ice drake exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a
DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
P a g e | 113

This massive octopus has a bluish tinge as its tentacles


whip-snap down on ice floes, creating echoing booms that
reverberate all around you.

In the icy sea, massive creatures slide among the ice,


shaking the massive blocks as they pass. Anyone foolish
enough to venture onto the ice invites an attack by the shatter
kraken.
Shatter krakens usually rely on their massive physical
attacks, occasionally slamming the surface its prey stands on
to disrupt their defenses.

Huge monstrosity, chaotic neutral

Armor Class 16 (natural armor)


Hit Points 172 (15d12 + 75)
Speed 20 ft., swim 50 ft.

STR DEX CON INT WIS CHA


25 (+7) 11 (+0) 20 (+5) 11 (+0) 15 (+2) 10 (+0)

Skills Perception +7, Stealth +5


Damage Immunities cold
Senses darkvision 60 ft., passive Perception 17
Languages —
Challenge 13 (10,000 XP)

Amphibious. The shatter kraken can breathe air and water.


Siege Monster. The shatter kraken deals double damage to objects and structures.
Tremors. The shatter kraken creates tremors as it moves under the ice. Any creature that comes within 30 feet of the moving
shatter kraken for the first time on a turn must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) thunder damage and fall
prone. Any structure or object anchored to the ground that comes within 30 feet of the moving shatter kraken for the first time on a
turn takes 10 (3d6) thunder damage.
Underwater Camouflage. The shatter kraken has advantage on Dexterity (Stealth) checks made while underwater.

ACTIONS

Multiattack. The shatter kraken makes three tentacle attacks. One of them can be replaced with a bite attack, and any of them can
be replaced with Fling.
• Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.
• Tentacle. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage, and the target is
grappled (escape DC 13). Until this grapple ends, the target is restrained. The shatter kraken has ten tentacles, each of which
can grapple one target.
• Fling. One Medium or smaller object held or creature grappled by the shatter kraken 's tentacles is thrown up to 60 feet in a
random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage
for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity
saving throw or take the same damage and be knocked prone.
114 | P a g e

This frozen mass suddenly moved!

Frozen forms are common in deep ice canyons. These large


forms are covered in ice so as to appear composed solely of it,
although a humanoid form is slightly visible beneath; only
rarely is a frozen form mistaken for an ice elemental. Many
adventurers have been caught unawares in icy caves when
what looked like a frozen rock formation crept up on them
and numbed them before they knew it.
The freezescum is an unusual creature: an ooze that can
solidify for greater protection. It looks like nothing other than
a large frozen mass.
A freezescum will attack mindlessly, attempting to slam
and grapple its opponent in order to numb them.

Medium ooze, unaligned

Armor Class 8
Hit Points 13 (3d8)
Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA


16 (+3) 6 (-2) 10 (+0) 1 (-5) 6 (-2) 2 (-4)

Skills Stealth +0
Damage Vulnerabilities fire
Damage Immunities cold
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages —
Challenge 1 (450 XP)

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
False Appearance. While the ooze remains motionless, it is indistinguishable from ice.
Freezing Body. A creature that touches the freezescum or hits it with a melee attack while within 5 feet of it takes 3 (1d6) cold
damage.
Ice Walk. The freezescum can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult
terrain composed of ice or snow doesn't cost it extra movement.
Transparent. Even when aa freezscum is in plain sight, it takes a DC 12 Wisdom (Perception) check to spot a freezscum that has
neither moved nor attacked. A creature that tries to enter the freezscum's space while unaware of the freezscum is surprised by the
freezscum.

ACTIONS

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) cold damage
and the target's speed is reduced by 10 feet until the end of the freezscum's next turn.
Icy Defense. The freezescum turns to ice, gaining a +4 bonus to AC and has advantage on Strength and Constitution saving throws.
While in frozen, the freezescum's speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take
reactions, and the only action it can take is a bonus action to reanimate.
P a g e | 115

This wispy presence takes on the rough form of a humanoid


with angelic, transparent wings.

Snow angels are formed from the thrashings of good-


aligned creatures that succumb to the cold. The snow around
them becomes a mist that is shaped like an angel. These
creatures are usually solitary, but occasionally a group of
adventurers dies together in an avalanche.
Snow angels seek eternal rest but are not violent or hostile
beings. Snow angels haunt places of avalanches, icefalls, and
glaciers—where they died and were left without a proper
burial. There are many corpses that are lost deep in ice and
snow, only a select few create snow angels.

Medium undead, neutral good

Armor Class 15 (natural armor)


Hit Points 31 (7d8)
Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 10 (+0) 14 (+2) 14 (+2) 15 (+2)

Saving Throws Int +4, Wis +4


Skills Perception +4, Stealth +5
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 14
Languages the languages it knew in life
Challenge 2 (450 XP)

Freezing Body. A creature that touches the snow angel or hits it with a melee attack while within 5 feet of it takes 3 (1d6) cold
damage.
Incorporeal Movement. The snow angel can move through other creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.
Innate Spellcasting. The snow angel's innate spellcasting ability is Charisma (spell save DC 12). The snow angel can innately cast the
following spells, requiring no material components:
• At will: create or remove snow, ice walk, igloo, unquenchable flame
• 1/day: restore normothermia

ACTIONS

Freezing Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) cold damage and the target's speed is reduced
by 10 feet until the start of the snow angel's next turn.
116 | P a g e

What at first appeared to be a shimmer in the air is in fact a


flittering sprite made of ice.

Ice sprites are creatures of whimsy, but their limited


understanding of the ways of mortals makes them dangerous.
Spending their lives in the ice, ice sprites shrug off the
harshest cold. They are strongly vulnerable to fire, but, having
never been exposed to it, they do not fear it until it has
damaged them.
Ice sprites prefer to stay hidden within the ice until they can
ambush their enemies.

Tiny fey, chaotic neutral

Armor Class 14 (natural armor)


Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA


7 (-2) 16 (+3) 11 (+0) 12 (+1) 12 (+1) 18 (+4)

Skills Perception +3, Stealth +5


Damage Immunities cold
Senses tremorsense 60 ft., passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 1/8 (10 XP)

Ice Glide. The ice sprite can burrow through nonmagical, ice and snow. While doing so, the ice sprite doesn't disturb the material it
moves through.
Transparent. Even when an ice sprite is in plain sight, it takes a DC 12 Wisdom (Perception) check to spot an ice sprite that has
neither moved nor attacked. A creature that tries to enter the ice sprite’s space while unaware of the ice sprite is surprised by the
ice sprite.

ACTIONS

Ice Shard Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage plus 2 (1d4) cold damage.
Ice Ball. Ranged Weapon Attack: +5 to hit, range 10/30 ft., one target. Hit: 1 bludgeoning damage plus 2 (1d4) cold damage , and
the target's speed is reduced by 10 feet until the start of the ice sprite’s next turn.
P a g e | 117

What at first appeared to be a tree is an ice-covered


animated plant creature that creaks and cracks as it moves.

Ice treants are trees that have been twisted by supernatural


cold. Their trunks and limbs are covered in a thick coating of
ice, and their leaves are ice shards.
In combat, ice treants react instinctively to sources of
warmth, and they usually attack with their massive branches.
If a target is out of reach, the terror will shoot ice leaves.

Huge plant, chaotic neutral

Armor Class 14 (natural armor)


Hit Points 75 (10d12 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA


22 (+6) 5 (-3) 12 (+1) 4 (-3) 10 (+0) 4 (-3)

Damage Vulnerabilities thunder


Damage Immunities cold
Damage Resistances bludgeoning, piercing
Senses passive Perception 10
Languages Understands Sylvan but can’t speak
Challenge 7 (2,900 XP)

False Appearance. While the treant remains motionless, it is indistinguishable from a normal frost-covered tree.
Siege Monster. The treant deals double damage to objects and structures.

ACTIONS

Multiattack. The treant makes two ice rakes.


• Ice Rake. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) piercing damage plus 5 (1d10) cold damage.
Icy Leaves. Ranged Weapon Attack: +9 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) slashing damage plus 5 (1d10) cold
damage.
118 | P a g e

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)

Skills Perception +3, Stealth +6


Damage Immunities cold
Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 6 (2,300 XP)

Ice Walk. The cold stranger can move across and climb icy
surfaces without needing to make an ability check.
Additionally, difficult terrain composed of ice or snow doesn't
cost it extra movement.
Regeneration. The cold stranger regains 10 hit points at the
start of its turn. If the troll takes fire damage, this trait
doesn't function at the start of the cold stranger's next turn.
The cold stranger dies only if it starts its turn with 0 hit points
and doesn't regenerate.

ACTIONS

Multiattack. The cold stranger makes two life drain attacks.


• Life Drain. Melee Spell Attack: +6 to hit, reach 5 ft., one
creature. Hit: 10 (3d6) cold damage. The target must
succeed on a DC 14 Constitution saving throw or its hit
point maximum is reduced by an amount equal to the
damage taken. This reduction lasts until the creature
finishes a long rest. The target dies if this effect reduces
its hit point maximum to 0.
This attractive person seems strangely familiar somehow, Charm. The cold stranger targets one humanoid it can see
and that's when you notice their breath doesn't mist in the within 30 feet of it. If the target can see the cold stranger, the
cold. target must succeed on a DC 12 Wisdom saving throw against
this magic or be charmed by the cold stranger. The charmed
There are no vampires in the frozen wastes. Instead, the target regards the cold stranger as a trusted friend to be
bards tell stories of “cold strangers”. These lonely, restless heeded and protected. Although the target isn't under the
souls travel through cold lands looking for hospitality. cold stranger's control, it takes the cold stranger's requests or
Unfortunately, the contact they seek feeds not just their hearts actions in the most favorable way it can, and it is a willing
but their bodies, draining the warmth from a living form, target for the cold stranger's bite attack. Each time the cold
leaving a frozen body (or worse, another “stranger”). stranger or the cold stranger's companions do anything
The easiest way to identify a cold stranger is to touch its harmful to the target, it can repeat the saving throw, ending
the effect on itself on a success. Otherwise, the effect lasts 24
skin, which is ice cold. However, a more subtle method is to
hours or until the cold stranger is destroyed, is on a different
look at its eyes; the eyes of a cold stranger are coated in a
plane of existence than the target, or takes a bonus action to
layer of ice. However, making direct eye contact leaves one
end the effect.
vulnerable to the stranger’s charms. Vampiric Glamer. The cold stranger obscures its form with
mind-affecting magic that makes others perceive it as a
beautiful human of the same size and shape. The illusion ends
if the cold stranger takes a bonus action to end it or if the
Medium undead, neutral evil cold stranger dies. A creature that can see the cold stranger
can take an action to visually inspect it, ending the mental
Armor Class 14 (natural armor) effect on itself and seeing the cold stranger's true form with a
Hit Points 82 (11d8 + 33) successful DC 12 Wisdom (Perception) check.
Speed 30 ft.
P a g e | 119

Medium undead, neutral evil

Armor Class 15 (natural armor)


Hit Points 67 (9d8 + 27)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 16 (+3)

Skills Animal Handling +5, Arcana +4, Intimidation +6, Nature


+4, Perception +5, Religion +4, Stealth +5. Survival +5
Damage Resistances fire, necrotic
Damage Immunities cold, poison; bludgeoning, piercing, and
slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened,
poisoned, stunned
Senses darkvision, 120 ft., passive Perception 15
Languages languages it knew in life
Challenge 5 (1,800 XP)

Cold Aura. While it's alive, the glacier wight generates an


aura of bitter cold that fills the area within 30 feet of it. At the
start of the glacier wight’s turn, all nonmagical flames in the
aura are extinguished. Any creature that starts its turn within
30 feet of the glacier wight takes 10 (3d6) cold damage.
Innate Spellcasting. The wight's innate spellcasting ability is
Charisma (spell save DC 14). It can innately cast the following
spells, requiring no verbal or material components:
• At will: frostbite, hypothermia, freeze metal
• 3/day each: snowstorm
• 1/day each: flesh to ice, wall of permafrost
Ice Walk. The glacier wight can move across and climb icy
surfaces without needing to make an ability check.
Additionally, difficult terrain composed of ice or snow doesn't
cost it extra movement.

ACTIONS

Multiattack. The wight makes two attacks.


• Ice Blade. Melee Spell Attack: +5 to hit, reach 5 ft., one
creature. Hit: 10 (3d6) cold damage. The target must
succeed on a DC 14 Constitution saving throw or its hit
This ice-caked, frost-bitten corpse points, and a horde of point maximum is reduced by an amount equal to the
wastlings run screeching towards you! damage taken. This reduction lasts until the creature
finishes a long rest. The target dies if this effect reduces
Those unfortunate enough to perish in the ice do not always its hit point maximum to 0. A living creature slain by this
remain at rest. The ice itself claims their souls, raising them as attack rises 24 hours later as a wastling under the
glacier wights whose only goal is to add more freezing bodies wight's control, unless the creature is restored to life or
to the ranks of the dead. its body is destroyed. The wight can have no more than
twelve wastlings under its control at one time.
• Ice Javelin. Ranged Spell Attack: +5 to hit, range 30/120
ft., one creature. Hit: 10 (3d6) cold damage.
120 | P a g e

becoming a wastling.
Condition Immunities. The wastling can't be charmed,
exhausted, frightened, paralyzed, or poisoned. It also doesn't
suffer from exhaustion.
Darkvision. The wastling gains darkvision to 60 ft.
Languages. The wastling understands all languages it knew
in life, but cannot speak.
Aggressive. As a bonus action, the wastling can move up to
its speed toward a hostile creature that it can see.
Ice Walk. The wastling can move across and climb icy
surfaces without needing to make an ability check.
Additionally, difficult terrain composed of ice or snow doesn't
cost it extra movement.
Undead Fortitude. If damage reduces the wastling to 0 hit
points, it must make a Constitution saving throw with a DC of
5+the damage taken, unless the damage is fire or from a
critical hit. On a success, the wastling drops to 1 hit point
instead.

Medium undead, chaotic evil

Armor Class 12
Hit Points 30 (4d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 14 (+2) 16 (+3) 3 (-4) 10 (+0) 5 (-3)

Skills Perception +2, Stealth +4


Damage Resistances necrotic
Damage Immunities cold, poison
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses darkvision, 60 ft., passive Perception 12
Languages languages it knew in life
Challenge 1/2 (100 XP)

Aggressive. As a bonus action, the wastling can move up to


its speed toward a hostile creature that it can see.
This frost-bitten corpse still wields the arms and armor it Ice Walk. The wastling can move across and climb icy
held when it died. surfaces without needing to make an ability check.
Additionally, difficult terrain composed of ice or snow doesn't
Wastlings are spawned by glacier wights, who relentlessly cost it extra movement.
kill and animate the fallen, creating a twisted cycle of rebirth Undead Fortitude. If damage reduces the wastling to 0 hit
that mimics the return of winter each year. They are not points, it must make a Constitution saving throw with a DC of
typical zombies and will aggressively attack any foe they can 5+the damage taken, unless the damage is fire or from a
see until they are destroyed. critical hit. On a success, the wastling drops to 1 hit point
When a living creature becomes a wastling, it retains its instead.
statistics except as described below.
ACTIONS
Type. The wastling's type changes to undead, and it no
longer requires air, food, drink, or sleep. Spiked Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Damage Resistances. The wastling has resistance to creature. Hit: 5 (1d8 + 1) piercing damage.
necrotic damage.
Damage Immunities. The wastling has immunity to cold
and poison. It also retains any immunities it had prior to
P a g e | 121

OPEN GAME LICENSE Version 1.0a The following text is 2. The License: This License applies to any Open Game
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12. Inability to Comply: If it is impossible for You to • Frost & Fur. Copyright 2004, MonkeyGod Enterprises,
comply with any of the terms of this License with respect Author Michael Tresca.
to some or all of the Open Game Content due to statute, • 5E RPG: Primal Adventures. Copyright 2021, Mal and Tal
judicial order, or governmental regulation then You may Enterprises, LLC; Author Michael Tresca.
not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically
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14. Reformation: If any provision of this License is held to as defined in the Open Game License version 1.0a, Section
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15. COPYRIGHT NOTICE deities, etc.), dialogue, plots, story elements, locations,
• Open Game License v 1.0a Copyright 2000, Wizards characters, artwork, graphics, sidebars, and trade dress.
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• System Reference Document 5.1 Copyright 2016, Game Content are not included in this declaration.)
Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy
P a g e | 123

Open Game
https://commons.wikimedia.org/w/index.php?curid=443
26246
• Monster, Arctic Wolf: Ijcor,

Content
https://pixabay.com/illustrations/wolf-photo-
manipulation-white-2104702/
• Monster, Bear-Dog (Amphicyon): By Robert Bruce
Horsfall -
Except for material designated as Product Identity (see https://commons.wikimedia.org/wiki/File:Daphoenus.jp
above), the game mechanics of this product are Open Game g, Public Domain,
Content, as defined in the Open Game License version 1.0a https://commons.wikimedia.org/w/index.php?curid=697
Section 1(d). No portion of this work other than the material 63953
designated as Open Game Content may be reproduced in any • Monster, Bunyip (Diprotodon): By Mr Langlois10 - Own
form without written permission. work, CC BY-SA 4.0,
https://commons.wikimedia.org/w/index.php?curid=932
The following art is used under the Creative Commons license: 08945
• Cover, Neanderthal: By Charles R. Knight - • Monster, Caribou: DigitalDesigner,
http://donglutsdinosaurs.com/knight-neanderthals/, https://pixabay.com/photos/isolated-white-reindeer-
Public Domain, winter-1068378/
https://commons.wikimedia.org/w/index.php?curid=571 • Monster, Cold Stranger: DeeDee51,
52832 https://pixabay.com/illustrations/doll-pose-standing-
• Cover, Mammoth: tony241969, posing-figure-977193/
https://pixabay.com/photos/woolly-mammoth-animal- • Monster, Dire Ape (Gigantopithecus): By Concavenator -
primal-2722882/ Own work, CC BY-SA 4.0,
• Font (Ice Age): Florian Doyen, https://commons.wikimedia.org/w/index.php?curid=550
https://www.fontget.com/font/ice-age/ 62736
• Background (Dog Sled): OpenClipart-Vectors, • Monster, Dire Armadillo: By Nobu Tamura
https://pixabay.com/vectors/dog-ice-sled-sleigh-snow- (http://spinops.blogspot.com) - Own work, CC BY 3.0,
2027280/ https://commons.wikimedia.org/w/index.php?curid=194
• Background (Mountain): gdizerega, 61402
https://pixabay.com/illustrations/mount-rainier- • Monster, Dire Bear (Arctodus): By Achat1999 - Arctodus
cascades-washington-1436671/ simus reconstruction taken from
• Background (Polar Bear): Clker-Free-Vector-Images, https://commons.wikimedia.org/wiki/File:ArctodusSimu
https://pixabay.com/vectors/polar-bear-white-bear-ice- sReconstruct.jpg.The illustration was originally uploaded
bear-47276/ by Dantheman9758 at
• Background (Reindeer): Clker-Free-Vector-Images, http://dantheman9758.deviantart.com/art/Arctodus-
https://pixabay.com/vectors/girl-snow-reindeer-riding- simus-53736084, and later added to Wikimedia
cold-47148/ Commons by user: Ark., CC BY-SA 3.0,
• Background (Trees): b0red, https://commons.wikimedia.org/w/index.php?curid=507
https://pixabay.com/vectors/winter-snow-evergreen- 26054
pine-2915085/ • Monster, Dire Bison (Latifrons): By Robert Pawlicki -
• Backround (Forest): CCXpistiavos, Own work, CC BY-SA 4.0,
https://pixabay.com/vectors/colorado-pikes-peak- https://commons.wikimedia.org/w/index.php?curid=535
mountains-2228826/ 69355
• Class (Hunter): Majabel_Creaciones, • Monster, Dire Bull (Aurochs): By Jaap Rouwenhorst
https://pixabay.com/illustrations/fantasy-women- (photograph) DFoidl (GIMP modifications) - Jaap
amazon-archer-arc-3654892/ Rouwenhorst, CC BY-SA 3.0,
• Class, Cyromancer: SilviaP_Design, https://commons.wikimedia.org/w/index.php?curid=242
https://pixabay.com/illustrations/woman-magic-fantasy- 69857
female-1903927/ • Monster, Dire Camel (Aepycamelus): By Nobu Tamura
• Class, Nomad: anaterate, email: nobu.tamura@yahoo.com
https://pixabay.com/illustrations/woman-amazone- http://spinops.blogspot.com/ - Own work, CC BY-SA 4.0,
combative-fight-3166505/ https://commons.wikimedia.org/w/index.php?curid=533
• Map: W. Scott Elliott, 25318
https://www.gutenberg.org/files/21796/21796- • Monster, Dire Deer: By Pavel.Riha.CB, CC BY-SA 3.0,
h/images/map_02_1.jpg https://commons.wikimedia.org/w/index.php?curid=243
• Monster, Arctic Fox: sipa, 8547
https://pixabay.com/illustrations/fuchs-white-animal- • Monster, Dire Lizard (Megalania): By ArthurWeasley, CC
world-arctic-fox-885881/ BY 3.0,
• Monster, Arctic Whale: By Bering Land Bridge National https://commons.wikimedia.org/w/index.php?curid=194
Preserve - Bowhead-Whale1, CC BY-SA 2.0, 59021
124 | P a g e

• Monster, Dire Otter (Ambulocetus): By Nobu Tamura https://commons.wikimedia.org/w/index.php?curid=666


email:nobu.tamura@yahoo.com 8708
http://spinops.blogspot.com/ - Own work, CC BY-SA 4.0, • Monster, Killer Whale: Clker-Free-Vector-Images,
https://commons.wikimedia.org/w/index.php?curid=514 https://pixabay.com/vectors/orca-killer-whale-sea-
09887 mammal-23182/
• Monster, Dire Rhinoceros: By Creator:Dmitry Bogdanov - • Monster, Land Whale (Andrewsarchus): By Mario Lanzas
dmitrchel@mail.ru, CC BY 3.0, - Own work, CC BY-SA 4.0,
https://commons.wikimedia.org/w/index.php?curid=657 https://commons.wikimedia.org/w/index.php?curid=838
3761 42995
• Monster, Dire Sloth: By ДиБгд at Russian Wikipedia - • Monster, Mammoth: tony241969,
Transferred from ru.wikipedia to Commons., Public https://pixabay.com/photos/woolly-mammoth-animal-
Domain, prehistoric-2722882/
https://commons.wikimedia.org/w/index.php?curid=246 • Monster, Moose: Wannapik Studio,
0111 https://www.wannapik.com/vectors/72
• Monster, Dire Turtle (Archelon): By Creator: Dmitry • Monster, Muskox: MostaElTurkey36,
Bogdanov - dmitrchel@mail.ru, CC BY 3.0, https://pixabay.com/vectors/buffalo-musk-ox-horns-fur-
https://commons.wikimedia.org/w/index.php?curid=451 mammal-5482440/
1532 • Monster, Ooze (Freezescum): BillitheCat,
• Monster, Dire Vulture (Argentavis): By No machine- https://pixabay.com/vectors/graphic-icicle-icicles-cold-
readable author provided. Radomil assumed (based on winter-3766673/
copyright claims). - No machine-readable source • Monster, Penguin: Alexas_Fotos,
provided. Own work assumed (based on copyright https://pixabay.com/photos/penguin-animal-animal-
claims)., CC BY-SA 3.0, world-2727376/
https://commons.wikimedia.org/w/index.php?curid=234 • Monster, Porpoise: Jazella,
7895 https://pixabay.com/illustrations/dolphin-fish-ocean-
• Monster, Dog (Hunting): By Desaix83, d'après le sea-water-3961587/
travail de fugzu - File:Gaia_Basenji.jpg, CC BY-SA 3.0, • Monster, Seal: jean52Photosstock,
https://commons.wikimedia.org/w/index.php?curid=379 https://pixabay.com/illustrations/seal-animal-wildlife-
74608 mammal-5764884/
• Monster, Drop Bear (Thylacoleo): By Nobu Tamura • Monster, Shatter Kraken: yokim,
(http://spinops.blogspot.com) - Own work, CC BY 3.0, https://pixabay.com/illustrations/octopus-squid-animal-
https://commons.wikimedia.org/w/index.php?curid=194 underwater-5042038/
59196 • Monster, Sled Dog: Mysticsartdesign,
• Monster, Elemental (Ice): aadarp3, https://pixabay.com/illustrations/husky-dog-pack-pet-
https://pixabay.com/illustrations/guy-man-glass-alien- animal-fur-1949435/
person-young-2787199/ • Monster, Snow Angel: SilviaP_Design,
• Monster, Glacier Wight: ePic Character Generator, https://pixabay.com/illustrations/woman-ice-angel-
https://overheadgames.com/epic-character-generator tube-wing-hair-1037920/
• Monster, Gravel-Beast (Chalicothere): By The original • Monster, Walrus: By Hickey Bill, U.S. Fish and Wildlife
uploader was DiBgd at English Wikipedia. - Transferred Service - http://www.public-domain-image.com/public-
from en.wikipedia to Commons., CC BY-SA 3.0, domain-images-pictures-free-stock-photos/fauna-
https://commons.wikimedia.org/w/index.php?curid=244 animals-public-domain-images-pictures/walrus-public-
2855 domain-images-pictures/walrus-animal-male-detailed-
• Monster, Ice Drake: rpeppi, photo.jpg, Public Domain,
https://pixabay.com/illustrations/murano-glass-dragon- https://commons.wikimedia.org/w/index.php?curid=462
venice-5371311/ 50121
• Monster, Ice Giant: anaterate, • Monster, Wolverine: By Почта России - [1], Public
https://pixabay.com/illustrations/say-gestalt-mountain- Domain,
spirit-troll-3330170/ https://commons.wikimedia.org/w/index.php?curid=734
• Monster, Ice Sprite: Ebeth2, 18529
https://pixabay.com/illustrations/fairy-isolated- • Monster, Woolly Rhinoceros: By ДиБгд - Own work, CC
3004852/ BY-SA 4.0,
• Monster, Ice Treant: susannp4, https://commons.wikimedia.org/w/index.php?curid=694
https://pixabay.com/illustrations/tree-digital-art- 12956
isolated-1511607/ • Monsters, Golem (Snow): craftypads,
• Monster, Indrik (Paraceratherium): By Creator:Dmitry https://pixabay.com/illustrations/snowman-snow-
Bogdanov - dmitrchel@mail.ru and christmas-xmas-frozen-5580539/
http://dibgd.deviantart.com/art/Indricotherium- • Species (Rmoahali) 2: pendleburyannette,
121044660?q=gallery%3ADiBgd%2F8278727&qo=1 https://pixabay.com/illustrations/female-fantasy-girl-
68, CC BY 3.0, portrait-young-4417503/
P a g e | 125

• Species (Toltek) 2: pendleburyannette,


https://pixabay.com/illustrations/character-fantasy-
male-render-pose-5959685/
• Species, Dwarf (Primal): pendleburyannette,
https://pixabay.com/illustrations/character-dwarf-male-
standing-5959794/
• Species, Hyperborean 2: PBarlowArt,
https://pixabay.com/illustrations/transparent-
characters-female-alien-5210448/
• Species, Hyperborean: SilviaP_Design,
https://pixabay.com/illustrations/woman-stone-figure-
statue-sculpture-1142104/
• Species, Lemurian 2: anaterate,
https://pixabay.com/illustrations/reptilians-reptilian-
science-fiction-3333885/
• Species, Lemurian: anaterate,
https://pixabay.com/illustrations/reptilians-reptilian-
science-fiction-3333202/
• Species, Primal Halfling: jean52Photosstock,
https://pixabay.com/illustrations/prehistoric-man-
caveman-5392212/
• Species, Rmoahali: pendleburyannette,
https://pixabay.com/illustrations/man-elf-fantasy-male-
character-5636476/
• Species, Tlavatli: anaterate,
https://pixabay.com/illustrations/woman-amazone-
combative-fight-3163681/
• Species, Toltek: pendleburyannette,
https://pixabay.com/illustrations/elf-crossbow-warrior-
armor-5868947/
• Species, Trog: Barroa_Artworks,
https://pixabay.com/illustrations/barbarian-savage-
fantasy-viking-4018508/
CG6 126 | P a g e

The Ice Age is coming!

Bring the Ice Age to your campaign with this prehistoric


setting where humanity's future hangs in the balance. Pick
a mode of play (Brutal, Gritty, and Fantasy) that changes
which classes and species are available and what spells
you can cast.

This campaign supplement i ncludes rules for seven types


of cold terrain along with encounter tables by campaign
mode; 30 different terrain, travel, and weather hazards;
eight new species; a new core class (the hunter) for Brutal
campaigns; four new subclasses; new primal arms, armor,
and equipment; rules for using skills in a c old environment;
nine Atlantean deities; 38 new cold -themed spells; and 47
monsters grouped by modern and prehistoric beasts (for
Brutal and Gritty campaigns) and fantasy cold creatures
(for Fantasy campaigns) with challenge ratings ranging
from 0 (the humble penguin) to 13 (the terrifying shatter
kraken).

So grab your spear and gather your tribe. Will you make
history ... or go extinct ?

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